I’ve been quite busy. I’ve joined the South Australian Independent Games Developer Association, flown a few X wing tournaments, played a lot of dodgeball, and I’ve put Blender on hold while I work on some software for Science Alive, which is this weekend.
I haven’t said where I work on this blog, you can find out on my LinkedIn anyway if you’re really keen, but essentially I volunteered my game engine as-is for my company to use and they asked me to make a very simple something, so that’s what I’ve done. Here’s an in progress video:
I’m super excited that I have had the chance to help out like this. There are more features I would like to add for the next years demonstration. This one doesn’t have anything technically interesting except for the way I detect which tile is being looked at.
A line is drawn from the center of the camera (a ray) and if it passes within a certain radius of a tile, that tile is hit. In terms of raw efficiency it doesn’t get any easier than “ray intersects sphere” and that is the basis of like 99% of all drawing/collision detection techniques.
I probably should have started with that, and not object-oriented-bounding-box to object-oriented-bounding-box collisions. Oh well.
I’m really exhausted and I’ll write more on this later zzzzz