Anyway, the reason I decided to blog now rather than waiting until I worked today was because I want to jot down my "itinerary" of code stops that I have to make, in order to sort them all out in my head. So, here are the things that I need to fix/look at in priority order:
- Reformat base code in Primitive Object to create transformation matrices on the fly in the update, and move persistent matrices into the model itself. The primitive object should only store the attributes, like the degrees for rotation. Like Keenan said, these are "little notecards to yourself". Ensure that this is working properly before moving on to anything else.
- Create a low-poly sphere in Maya, and export it as an fbx as triangles (not quads).
- Taking tonight's upcoming lecture into account, work out how to import this fbx into my code and convert it to binary data to read in the model.
- Use this model of the sphere, or even just the verts (in this case, make a sphere model, like any of the other primitives), to draw the bounding sphere.
- Test sphere to sphere collisions now and get them working (use printf to test).
- Give the sphere the capability to toggle wireframe vs solid mode for visual collision check.
Off to work on it then!
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