Title pretty much sums up what Mike and I have gotten done. We got together sunday night and put together some of our code. Textures weren’t working 100% since I was using the same texture method Mike had for his ui and I didn’t have full access to all of the variables and was only using 1 of my textures. Mike then showed me his timer class and we talked about a way to make it show up as a heads up display element. I told him about using billboards and wrote in some code so he could easily implement one. After that I showed him my collision detection and he helped me fix an error and then refine a method for checking all of the walls. I’m using very rudimentary detection at the moment based on coordinates but am planning more advanced methods that I’ll put together over spring break. all in all a pretty productive week.
~5 hours
*Edit 2/27/08 *
Mike and I got together again last night and ironed out all the problems with collision detection and textures. He also showed me the menu and I helped him put the finishing touches on it. Its actually pretty sweet. There are two screenshots below and we’ll demo in class. The little black box in the lower left corner is the beginnings of a heads up display for showing information like health, time, etc.
To answer Andy’s question, billboards are kind of like a multitool in opengl. Its a polygon that is always oriented to face the camera. The most common example is rendering objects like trees and bushes where only a few textures are mapped to a polygon that is constantly rotated to face the camera so the user never knows that its not a true 3D object. In our case, we were planning on using a large plane that was always facing the camera and binding textures to it for our HUD and menus.


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February 27th, 2008 at 12:32 am
It sounds like you’re making some progress. What are billboards? (you’re using a technical term, right?)
February 27th, 2008 at 10:40 am
Hey, that’s looking pretty good. I’m glad you guys got all the texture issues sorted. One thing I do want to mention, if you plan on using those textures in all the mazes, the green color of the interface seems out of place. Maybe making it a dark gray with white text? Sorry, just being really picky.