This week I started on PS2 development. I've only been doing
the controls so far but I'm really enjoying it. I've covered all the all the
buttons, analogue sticks pressure and vibration, but what I really want to do is
make a small framework with all the controller features mapped so I can use it
for my project. I have to wait until the room is free though. I don’t like not
having the equipment available for me to do it at my desk or at home, I'm not
use to it. There is one thing now ingrained in my memory though. At the end of
the program the controllers don’t automatically unlock from the mode they've been
set in (analogue/digital). So you have to remember to unlock it at the end of the
code. Whilst implementing the vibration controls I hadn't yet found this out. I
ran the program and the controller started to vibrate. But because the
controller was locked in analogue mode when I closed the program it carried on
vibrating. There was an awkward 15 mins involving 3 people working out how to
stop it vibrating and me constantly holding the controller in the air to stop
it making a noise against the desk.
Friday, 22 February 2013
Thursday, 21 February 2013
DirectX Framework
I also got given the new framework the PC and Xbox module.
I’ve gone through half of it to make sure I understand what’s going on and made
my own comments etc. I noticed the controls were, at least to me, very counter
intuitive. So I’ve started converting them over to a more FPS look-move style
control. Putting mouse control in was easier than I expected. The camera now
points at the mouse curser but now I have to get forward to go in the direction
that the camera is facing. There are two tutorials I’ve found but they look
really complicated. It looks like I’d have to modify and add a lot of code to
make it work. I think I might have under estimated the task and it might never
actually get implemented. This means I could end up taking the camera look
controls out too.
Labels:
Abertay Uni,
C++,
DirectX,
Project
Location:
Dundee, Dundee City, UK
Monday, 11 February 2013
DirectX Randomized Terrain Generation
Started implementing procedurally generated terrain when the
space bar is pressed for my directX module. I wrongly assumed that the code to
procedurally generating stuff would be long and complicated. But you can
produce basic mountains with only 2 functions. Randomly generating the terrain
was literally as obvious as using a random number generator on the y axis. Mine are really
spikey/ridged mountains so I want to add some smoothing to make them look more
realistic.
Labels:
Abertay Uni,
C++,
DirectX,
Project
Location:
Dundee, Dundee City, UK
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