Downloads:
Assignment05 64-Bit (DirectX)
Downloads:
Assignment05 64-Bit (DirectX)
This GIF demonstrates the visible demands of this assignment:
One GameObject who can change its mesh. (Press 'G' to change)
The GameObject moving around. (Arrow Keys)
The Camera moving around. ('WASD' for U/D/L/R movement, 'R' to move forward, 'F' to move back)
I don't have enough hands for this.
My GameObject stores a Rigidbody, a reference to the Mesh, and a reference to the Effect.
When making games, the User can load the Mesh via the Mesh class, and then assign a new reference to that Mesh to the GameObject (and change meshes on the fly) by using the ChangeMesh function.Â
Same thing for ChangeEffect.
Really, just grab the mesh reference out of the game object. The Mesh stores the data needed for Graphics, so SubmitMeshData will handle the rest.
Currently up to a max of 64 Bytes, up from 48 (ASG4). We weren't required to use rotations in this assignment, so the only addition is an sVector for the position so we can inform the Draw Call Constant Buffer.
Our game runs Simulation Steps at 15FPS, but renders far faster. We use extrapolation so that instead of drawing where the character is only 15 times per second, which is noticeably jittery to the eye, we can guess based on the underlying game state and pass that information to the graphics engine to draw something that will be close-enough. This maintains the illusion of smoothness.