P-167: Paranoia: Oculus Rift Horror Game: World Constructor 8: Working Doors and Item collision
I have finished the door implementation in T3D. I ended up having to use two objects for each door, the animated door object itself (with no collision) and another Tstatic with collision that I would move using script as the door opens and closes. This is obviously not an ideal solution, but it works quite […]
P-167: Paranoia: Oculus Rift Horror Game: World Constructor 7: Interior Object Creator
I have implemented the basics of the interior object creator for this project. It is very simple at the moment, but it should not be too difficult to expand it. Creating a system to randomly populate the interior of a structure with objects has been an interesting challenge. I am not quite sure if my […]
P-167: Paranoia: Oculus Rift Horror Game: World Constructor 6: Doors in T3D (And Collision)
I have been working on putting doors into this project, and I have come across the same issue that I have seen previously, which is that T3D still doesn’t have a built-in resource for doors. What makes this a problem is that it is not possible to simply export a shape with an animated collision […]
P-167: Paranoia: Oculus Rift Horror Game: World Constructor 5: AI, Game Mechanics
I have done a lot of work recently on the debugging for this project, and I have implemented some new gameplay features, such as a flashlight. The player will only have a limited amount of power for the flashlight, and it can’t be recharged. I have also done a lot of work on the AI […]
Drawing 4-Dimensional Shapes
I have always had a great interest in multi-dimensional shapes. The idea that there could be a whole “dimension” of space that exists in dimensions beyond those that we can see is fascinating. Human beings are used to seeing in three dimensions, length, breadth, and depth. In computer graphics these are generally labelled as X,Y, and […]
P-167: Paranoia: Oculus Rift Horror Game: World Constructor 4: Navmeshes and pathfinding
While researching AI and pathfinding techniques for this project, I realised that T3D actually has a fantastic navigation and pathfinding resource build in. Daniel Buckmaster created a commercial resource called “Walkabout” which has, as of T3D 3.7, been made open source and is packaged with the engine. This resource integrates the recast navigation library. Based on […]
P-167: Paranoia: Oculus Rift Horror Game: World Constructor 3
I have made some more progress here. I have now added some wall decorations to the world constructor. I can create and place objects on all four internal room walls, and the inside of the exterior walls. I am using raycasting to ensure that the decorations don’t appear where they shouldn’t (ie, on a doorway […]
Torquescript Console Function Reference Guide
This post is just a link to the complete TorqueScript console command reference. I have had to search for this a number of times, so I thought I would post it here for my own benefit, if for no other reason. This is not the TDN version, but the main garagegames documentation version, so it […]
