Pathwalking works!

Published April 22, 2010
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So after a long day of patience and bug tracking I tracked down those little critters!

First where some minor bugs in the way I did the pathwalking stuff and the core waypoint system, guess I was tired yesterday! But the main issue though was in the way I handled transformations per node. Up until this feature implementation, nodes hadn't had any need for local transformation displacement from their parents, so having only a global matrix had worked. Now I needed to seperate into a local and a global matrix :P The reason I didn't see this immediately was that the pathwalker component was translating it's game object, while the actual graphics I was seeing on screen representing the game object is located in a child node of the game object added through the MinionView component.

Finally I can move over to reimplement the collision system and get tower meshes in there!

Previous Entry GUI logo and pathing
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