ayoub05 / vdrift-ogre

Automatically exported from code.google.com/p/vdrift-ogre
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Seperate class Car #62

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
The methods for car (create, change color, destroy, ...) should be moved to a 
seperate class to make new features in the future easier (multiplayer, 
splitscreen). It's easier to just create 2 car objects instead of having lists 
for every car attribute (mesh, mat's, etc). Just make a class Car and have a 
std::vector<Car*> in App.

It is also necessary to handle seperate textures for cars (different cube maps, 
different color).

Original issue reported on code.google.com by scrawl...@gmail.com on 12 Apr 2011 at 8:23

GoogleCodeExporter commented 9 years ago
In SplitScreen, we also have multiple cameras, so i think FollowCamera should 
be made a member of car.

Original comment by scrawl...@gmail.com on 12 Apr 2011 at 8:24

GoogleCodeExporter commented 9 years ago
This is true. Only thing is FollowCamera will exist with no cars, when playing 
replay.

Original comment by Cry...@gmail.com on 13 Apr 2011 at 5:28

GoogleCodeExporter commented 9 years ago
When playing replay why is there no car? One car object should be created for 
every car displayed.

Original comment by scrawl...@gmail.com on 13 Apr 2011 at 10:06

GoogleCodeExporter commented 9 years ago
There will be ndCar node in ogre but no car created in game (in VDrift).

Original comment by Cry...@gmail.com on 13 Apr 2011 at 10:52

GoogleCodeExporter commented 9 years ago
Well no problem, don't have to have a vdrift car there.

Original comment by scrawl...@gmail.com on 13 Apr 2011 at 12:30

GoogleCodeExporter commented 9 years ago

Original comment by scrawl...@gmail.com on 16 Apr 2011 at 9:03

GoogleCodeExporter commented 9 years ago

Original comment by scrawl...@gmail.com on 18 Apr 2011 at 5:10

GoogleCodeExporter commented 9 years ago

Original comment by scrawl...@gmail.com on 18 Apr 2011 at 9:11