Tuesday, 30 October 2012

Week 4, 5, 6, 7 – Creating a robotic arm, a sky dome, and billboard/imposter trees using the Ogre3D engine

                Finally back after several weeks of absence due to a family emergency. For the past few weeks, I had spent the majority of my programming time working on 3 easy questions: number 2 the robotic arm, number 4 the billboard and imposter trees, and number 6 the sky dome.


Robotic Arm
                The robotic arm was by far the most tedious assignment that I have done so far, as it took a lot of trial and error getting the exact position of each node and each block correct. If the position was off even by a little bit, the rotation would be incorrect and I would have to try another position for both the blocks and the nodes. After creating and positioning all the blocks and nodes, the arm was finally complete. I also added keyboard functions to allow the use to press the keys 1-9 to move a specific joint in the robotic arm.
Sky Dome
The sky dome was much easier to do, as you only need 2 lines of code for the sky dome to work. The first line creates the sky dome, and initializes the size and position, and the second line of code rotates the sky dome using a quaternion.
Imposter tree (left) and Billboard tree (right)
The billboard and imposter trees were also slightly challenging to create, as I could not figure out how to swap the textures of the trees at first. After successfully creating an imposter tree using 2 intersecting planes and a billboard tree using the built in Ogre3D function, I decided to move the part of the code that sets the texture of the trees into the update function. This would allow the textures of the trees to be changed at any time, depending on the keyboard functions. Then I created keyboard functions that allowed the user to press the 1-3 keys and then change the texture of each tree.

Stay tuned for more updates on my game engines progression!

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