Crazy
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The last few days have been busy but unfortunately I have had little time to work on the first person camera system that I was aiming to implement.
Between fixing computers that are running important physics experiments to helping to sell t-shirts to raise money for Haiti relief efforts, I have been a bit short on time.
I plan to get back to work tomorrow and catch up in work over the next few days so I might be posting more than one update as I am intending to work quite a few hours soon.
Why post if I have nothing to post? Well keeping this journal active is important to me for keeping my motivation on this project. If I let the journal become too inactive than I feel that my project is moving the same way!
I did do some more research on FPS camera systems and I believe that I have a design in my head that will work. I also had the revelation that the physics abstraction layer that I intend to write should merely be a bridge between Newton's Enigma and the physics engine... There is little need to write a generic abstraction layer for all of the physics engine's features, only write methods when I actually need work done and leave it up to the implementation to figure out how to call the engine.
I have also been thinking of how to handle collision geometry and I am hoping to implement that in Blender... I had originally planned to have the collision geometry editable in Ogitor but that might not be an effective use of time.
Between fixing computers that are running important physics experiments to helping to sell t-shirts to raise money for Haiti relief efforts, I have been a bit short on time.
I plan to get back to work tomorrow and catch up in work over the next few days so I might be posting more than one update as I am intending to work quite a few hours soon.
Why post if I have nothing to post? Well keeping this journal active is important to me for keeping my motivation on this project. If I let the journal become too inactive than I feel that my project is moving the same way!
I did do some more research on FPS camera systems and I believe that I have a design in my head that will work. I also had the revelation that the physics abstraction layer that I intend to write should merely be a bridge between Newton's Enigma and the physics engine... There is little need to write a generic abstraction layer for all of the physics engine's features, only write methods when I actually need work done and leave it up to the implementation to figure out how to call the engine.
I have also been thinking of how to handle collision geometry and I am hoping to implement that in Blender... I had originally planned to have the collision geometry editable in Ogitor but that might not be an effective use of time.
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