So our entire group is still working on converting to 4.0 and we're making progress. The majority of the team have finished porting over. For this class period, I've been adding more to the collision detection system and will continue to do so most likely even after the sprint ends. This is simply because I will most likely need to do numerous stress tests to find the optimal solution for the collision detection. I have also begun planning out and assigning tasks for the next sprint. I think the primary goal for this upcoming sprint will to get what we have now to not crash on the xbox 360, begin to assign someone on dealing with the evil list, and then polish what we have working now. Interestingly, it seems like the amount we spend going from 0% complete to about 80% complete takes as much time as going from 80% to 100%. That last bit takes a lot of work because we have to balance gameplay, visually make the game look nice, and make the game feel fluid.
For my task, I've had to spend alot of time with the collision system. I am currently applying a spatial hash which splits up the worldspace into tiny cubes. We can then represent each cube with an id in which our hash consists of the id of the cube and contains a list of all the objects in that cube. By doing this, we then perform collision detection against objects in their own cube space. This cuts down and eliminate collision checks against objects which may reside in a very faraway point.
Tuesday, January 25, 2011
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