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Entity => Transform localTransform => position, rotation, scale Entity has a set of components. Components (info of spatial position is in the parent entity)

Mesh (has a vertex array => vertices in the object space). MeshRenderer (Is a component) and has a mesh as a data member. MultipleMeshesRendererComponent Entity has a child MeshRenderer (in the set of components) World has a set of entities.

Camera Component (Has all the details relating to the camera) FreeCameraComponent (has only the speed sensitivities)

FreeCameraControllerSystem => Updates the position of the camera according to the input. (WASD) camera->getOwner()->localTransform.position += FreeCameraControllerComponent->speedSensitivity * (0.5, 0.0, 0.0)

==

If an entity 2 is a child of an entity 1, Mode matrix = M2 * M1

deserialization of assets => first step deserialization of component => i use asset x => access through assets[assetname] of assetloader.

World deserialization => entity deserialization => component deserialization

Layers:

Assets (Mesh, MultipleMesh, Texture2D)
Components (MeshRendererComponent, MultipleMeshesRendererComponent) 

if time.since = 0.0 (either speed is not in effect, or is just collected and not in effect)

if speed just collected (speed.inEffect = true)
    Just returned from the above collisionSystem.update call
    Update and set the effects and everything. (FOV, postprocess)

if speed not collected (speed.inEffect = false)
    Don't do anything

else => speed is in effect check if expired return everything to the normal state otherwise continue as is

setOfCelestialOrbs planets, stars, moon: celestial orbs الأجرام السماوية

Randomize number of planets. Randomize number of stars. Give a planet a moon with 1/3 probability.

Requiement: minimum distance between any two celestial orbs الاجرام السماوية (planets, stars, moon)

Generate a new orb, with a new randomized position, calculate the distance between it and every other orb If the distance requirement is violated < threshold : regeneration of randomized position.