I learned these elements this morning. Also some foundational code for “billboarding” where an object, a visual, will always front face the camera. This is essential if I want to have a health slider above the character (or enemy) that it be visible if say the character is turned sideways…I don’t want the health bar turning sideways with the character.
The melee attacks were pretty cool. I can have the enemy drop and disappear.
I’m learning about quaternions: a+bi+cj+dk where i,j,k are symbols representing unit-vectors along the three spatial axes. This comes into play with smooth rotations think a gem spinning in bejeweled. 3D geometry does not handle rotations cleanly.
That’s it for now peace and love.
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