Monday, December 3, 2012

Priority shift - Asset Management and Environment Physics

So, getting ready to dive back into things again, I realized there is still a large amount of framework to lay down before a full prototype is feasible. Particularly, with dynamic asset management. I've just completed a functional asset manager class, that is used to optimize loading and unloading of assets, to allow both preloading, and dynamic loading of texture and mesh files. Lastly, I've set up a series of easily editable data files, containing lists of ship parts and other useful data. This will become more useful in the next few weeks, when I will be saving out level data into these files.

On the subject of level data, I've decided to shift my focus a bit. I was going to work on the projectiles, but I realized before that, I need something for them to collide with. So, first things first, I'll be adding some simple physics to the planets including orbiting other celestial bodies. I would like the physics to play out some what realistically, so the planets gravity should affect certain projectiles, and deployed weapons as well.

This of course sent my imagination on a complete tangent, thinking about surrounding planets with an orbiting mine fields, or sling-shotting homing missiles. Then of course, the part of me with some semblance of scope kicked in and ruined my daydreaming. For now, I'm setting up a specific environment, (rather than the randomly populated one I've been using) with basic physics. Sh