Unity trees need to add colliders to the trees manually to
the object you are using with the tree editor. I have decided to utilize a mesh
collider as this would be pretty close to the object & it would not look
like the player is walking into a invisible wall which would not be very good
game design although it turns out that the mesh collider cannot be used with unity’s
tree system yet as it is not supported but for reasons unknown the collisions
would still work with unity throwing out errors.
After asking my facilitator about the issue it was recommended
that I not use a mesh collider as it is bad for the games performance in the
long run due to it having too many faces in the case of some objects such as
trees in mine, instead it was recommended that we use a a larger capsule
collider as it would affect performance less than the mesh collider.
Working on mission 1
I have begun my work on scripted missions where the first
mission is where the player finds the shack, this was easily done by utilizing collision
checks with invisible cubes in the shack. The second part of the quest was
picking up the axe which was done by checking if the player is in range of the
axe via a distance check method in the game manager, this made things simpler
& added some reusability for the project.
For the classes this week we had a overview how shader work
& based on my understand it is a way to “fill information in a three dimensional
space” along with some explanation of how graphic pipelines work along with
what is processed on the graphics processor & what is on the central processor.
Another thing I have worked on is clamping the camera
movement as you can look at the capsule the first-person is part of which does
not look good in terms of game design.
We have also reached out to a graphic designer to make a
poster for our game but based on their estimates we should get them early next
week which might not make it into the showcase book but we have a place holder
poster made just in case.
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