Modular Ship Building system.... Yeah, so I've played about with compute shaders and high res oceans for, well for too long, I do want my game to have a low-poly feel so I've returned to focus in that direction.
Today beginning my modular ship building system, I can build a ship to place into the play space out of discrete pieces. Since I'm using an Entity Component System this is trivial, I just create the "ship" as a series of child entities of the one ship and each has a different model offset to just place the renderable where I want them.... Yes yes, lots of words, just go with me here.
I started with building out a Hull Model, then a bow and finally a stern, and set up a function to build a ship with a number of segments of hull capped with ... yes the bow and stern:
However, it proves out four key piece of technology, first is my transform hierarchy code is working as expected the parent entity here positions all the sub-renderables.
The next is the entity creation utilities are working, with the components tagging bow and stern orienting the entity along the X axis as "Forwards".
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