Category Archives: game programming
In an earlier post, I have written that I have implemented Lua script support in the engine. Now it reached its full power since I have added a proper callback mechanism to it. It makes possible for the triggers in the engine to call user specified Lua functions on firing. Unfortunately, SWIG does not help to implement such callbacks, so I had to do it by myself.
Again, I had some time to play with the code. And again, I have rewritten the game object representation structure to make things simpler inside the engine. I have added a new object type “function”. It is a non-rendering scene node, making different things to other objects. It can heal, give damage, etc., and teleport. It is activated a physics trigger by touching.
I have implemented some teleports in the scene using these new objects. The following video demonstrates how it works.
I have switched from PhysX to Bullet (but not irreversibly) due to the long waiting for my developer account from NVidia. To test the physics, I have implemented some basic FPS character movement functionality. First I have tried to use the Bullet’s character class, but after a while I have realized that it would be too painful to use it. Now it works with a simple capsule collision shape locked in vertical orientation. Here is a short video about the new features.