~Kitasia
Texturing Continued
I don’t usually update so soon but I couldn’t resist.
Texturing seems t
o be a relatively quick process, much quicker than I thought. Because the camera is pretty far away and I”m not exactly shooting for star quality texturing, I can be pretty sloppy and still get good results. What the picture entails is a uncolored Felix because, I haven’t figured out how I”m going to color the characters. I should probably do a bit more brainstorming before moving on but I like how things are going so far.
On a side note, the other Felix’s head is stuck on the box because of the change in collision code. I’m going to have to finalize that later on too. Sigh, so much work.
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about 3 months ago
It will probably look awesome when you add the colors!
Hehe, while fixing code, the amount of broken code tend to increase proportionally, and collision detection is crazy as far as I know. Something that helps me is to overlay coordinate texts and draw detected vectors ontop of the 3d. That felt like coding an engine to debug my engine though.
about 3 months ago
I meant as the debugger can only output a snapshot, while collision detection may jump between different coordinates from frame to frame – That’s in VC++ 2005 though.
I would be great with an IDE that could “watch” variables in realtime.
about 3 months ago
Well the code isn’t so much broken as much as turned off. : {
From the moment you turn the game on his head is stuck on that box because during the revamping I only wanted to use only one character/object as a guinea pig. I’ll turn them back on after I’ve done some spring cleaning with my code.
As for debugging I just use text and do some sloppy rendering when I need to. Works well enough I suppose.