Monday, 12 December 2011

XInput

 So, I spent far too long working on getting the Xbox controller working - instead of using their standard input libraries, Microsoft in their infinite wisdom chose to make a separate API for the sole purpose of interfacing with their controllers. As a result, I ended up downloading a C++ IDE, and using Java's native code to work with those APIs. On the plus side, it means that the vibrate and separate polling of the triggers can be done (using the previous method, only Trigger (R-L) can be read not R and L separately) , but under Windows only.

Other than that, I tidied up the native code loading further - it now "cleanly" loads nearly all of the dlls or modules needed to run independent of platform and architecture (I still have to fix nativewindow though). Lights are now configurable in the engine rather than hard-coded into the shader (simple change but an important step), and I've started to write the basic game code/world itself.

Stuff I still need to do:

  • Intersection tests/resolver for physics, area scripting for levels
  • Scene optimisation
  • Decent gameplay code
  • Improve the importer (bring lighting, more material properties in)
  • Finish lighting optimisation - actually do the stencilling - additionally, light clip volumes
  • Antialiasing
  • Shadowing
  • Audio


Charlie


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