I expanded on the Object class to create two new objects, hardcoded objects which had hardcoded vertices and indices, this was aimed to get marks, and another which is a spinning object, which span at a set speed.
It was relatively simple, I inherited the Object class and created "HardcodedObject" and "SpinningObject"
I had issues with the hardcodeObject and quickly gave up, this is due to the way the object loads mesh data, I would have to change a lot of how Object works just to do it. With hindsight, I wish I had ignored this however and focused elsewhere.
I had also easily implemented spinning objects, which simply rotated by adding 1 to the rotation matrix every Update() call. On my laptop it looked fine as my laptop was in battery saver, however when I loaded the program on my computer, the plane had span too quickly. So I would need to implement a method of slowing down the speed based on the time it takes to finish the frame, this stops the game from running things faster when the framerates are so much higher.
Below is a result of the aeroplane being set to a spinning object. This is not the correct speed as the speed is based on how fast the processing speed is.
I expanded on the Object class to create two new objects, hardcoded objects which had hardcoded vertices and indices, this was aimed to get marks, and another which is a spinning object, which span at a set speed.
It was relatively simple, I inherited the Object class and created "HardcodedObject" and "SpinningObject" I had issues with the hardcodeObject and quickly gave up, this is due to the way the object loads mesh data, I would have to change a lot of how Object works just to do it. With hindsight, I wish I had ignored this however and focused elsewhere.
I had also easily implemented spinning objects, which simply rotated by adding 1 to the rotation matrix every Update() call. On my laptop it looked fine as my laptop was in battery saver, however when I loaded the program on my computer, the plane had span too quickly. So I would need to implement a method of slowing down the speed based on the time it takes to finish the frame, this stops the game from running things faster when the framerates are so much higher.
Below is a result of the aeroplane being set to a spinning object. This is not the correct speed as the speed is based on how fast the processing speed is.
https://user-images.githubusercontent.com/57398860/146421827-8dfecc1c-c06d-44be-964e-5ebcd49f9dee.mp4