Game Development Community

1.2.7 Comments/concerns

by Henry Todd · in Game Mechanics Kit · 01/10/2010 (10:19 pm) · 2 replies

Overall, it seems to be working well. This is my first attempt to merge the GMK, and I'm using T3D 1.1a. In future versions I'll probably try to go clean T3D->GMK->my code, as opposed to T3D->my code->GMK, but it was relatively painless.

Everything seems to be functional, except the game consistantly crashes when attempting to close a level (by hitting esc and exiting, loading another map from the editor, or even shutting down the app itself). I have a feeling this is my fault, and I'll be combing the merged code carefully, but if anyone else has seen this and it's just a known issue with 1.2.7/1.1a, let me know before I waste my time.

One comment about how the system handles terrain... it seems the terrain load takes quite a while on a complex terrain. Would it be possible to cache this data so it doesn't have to be regenerated each time the map is loaded (assuming the terrain hasn't changed since the physics geom was last generated)? Just a thought, because it seems like it won't be viable to use the bullet physics with extremely large terrains if users must go through such an extensive extra loading phase. Maybe saving the data wouldn't help at all, because it would still have to be processed into whatever system is being used, but I can't answer that. :P

#1
01/12/2010 (10:03 am)
>Everything seems to be functional, except the game consistantly crashes
> when attempting to close a level (by hitting esc and exiting, loading
> another map from the editor, or even shutting down the app itself).

I haven't this issue. Where exactly the game is crushing?

>Would it be possible to cache this data so it doesn't have to be >regenerated each time the map is loaded

Good spot. We have to think about adding such feature.
#2
01/12/2010 (5:19 pm)
The crashing was apparently entirely my fault, I made a bit of a mess when merging this in. A clean T3D->GMK merge followed by a merge with my code worked perfectly.

I even managed to do a bullet implementation merge without the rest of the GMK for a secondary project I'm working on which needed physics, but not FPS game features. +1 arbitrary points for excellent portability, very satisfied with my purchase at this point. =)