Lights, Camera… Action!

by   Posted on April 23, 2011 in Uncategorized

Remember last post when I said that I would probably be going from crawling speed to light speed? (you probably don’t but that’s ok). Well those words were particularly suiting to what I’m doing right now. At the writing of this post I have just finished a tutorial in Ogre detailing how lights work, different types of shadows, camera placement and movement and how to move things and set their rotation. As I’m learning this I’m also figuring out the basic layout of my game. Of course, I don’t know some concepts yet (such as object collisions, and user Input) but I have the basics. (a main entity as the “player” along with multiple scene nodes with attached entities flying at it)

I also met with my mentor last Sunday, and we discussed how Ogre works at a very basic level (how it finds its files, how it uses libraries etc), more about header files and how they act, and (although it probably won’t have a very big impact on my project) the differences between Open GL and DirectX3D.

Right now I am able to create, scale, rotate and move entities (objects) and cameras in my “scene” and I am able to set light levels and create different types of light sources and control their colour. While I realise that I’m still a ways away from realising my end goal of a working game, I remain hopeful that I will have it finished in time.



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