Saturday, February 13, 2010

FSM and Character

First this week's progress:
I was having a little bit of trouble when I was trying to make my Sphere man move. It would go crazy. I realized that the problem was that I had my skeleton hierarchy correctly setup in Maya but once I exported it to a NIF file it would mess it up. After Aline showed me how to prevent Gamebryo of doing this my skeleton looks how it should. I was also able to load a .amc file with a motion and play it. It looks correct, I just need to make sure that the character is not floating in space.
I also setup my Finite State Machine. I took the one Ted and I had for the CIS 564 Bowling game and modified it for what I need. So the game logic is in place and ready to be filled in.
The last thing I did was add PhysX to my scene, my scene has the character, floor, and a wall with a hole, and a cube which I will be using to test for collisions. Every object but the character have Physx. (Below an image of the scene)



For now my plan is to get on one side the character working 100% and on the other get the game mechanics working (collision, moving walls, response to collisions, etc) 100%. Once they are both working I will integrate them. For next week I will start moving the wall forward and will start testing for collisions. Most likely I will have the PhysX turned off while the wall is moving and will turn them on if there is a collision. If there is a collision the wall will break. Once I have this working with the cube I will put a capsule around the character and try that out. On the side of the character I just need to make sure it is moving how it should and not floating and that the rotations are applied appropriately.

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