Tasks:Object Models: Difference between revisions

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Updated for current map object implementation
Requirements: updated for current implementation
 
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* Alternative shapes could be required for more complex objects
* Alternative shapes could be required for more complex objects
* <span style="text-decoration:line-through">For further processing, the internal representation is converted into a list of triangles.</span> (done)
* <span style="text-decoration:line-through">For further processing, the internal representation is converted into a list of triangles.</span> (done)
* Object graphics are composed of one or more 2D sprites.  
* <span style="text-decoration:line-through">Object graphics are composed of one or more 2D sprites.</span> (done)
* <span style="text-decoration:line-through">A base tile defines the location of an object on the map.</span> (done)
* <span style="text-decoration:line-through">A base tile defines the location of an object on the map.</span> (done)
* Objects can be non-solid (i.e. water-surface, ghosts, smoke, etc.)
* Objects can be non-solid (i.e. water-surface, ghosts, smoke, etc.)

Latest revision as of 18:16, 2 February 2009

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Overview

The Object Model defines the shape and position of things that can be placed in the game world. It is required for Collision Detection, Path Finding and Rendering.

Dependencies

None

Requirements

  • Objects have one or more states. (like "open", "closed" for doors or containers) (done)
  • Each state has its own graphical and internal representation. (done)
  • The internal representation is composed of one or more cube shapes, defined by 8 freely positioned points. (done)
  • Alternative shapes could be required for more complex objects
  • For further processing, the internal representation is converted into a list of triangles. (done)
  • Object graphics are composed of one or more 2D sprites. (done)
  • A base tile defines the location of an object on the map. (done)
  • Objects can be non-solid (i.e. water-surface, ghosts, smoke, etc.)

References