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This forced me to understand communicating between scripts (objects) and some raycasting for the mouse pointing logic to select an object.
I did raycasting before in my Three.js prototype to keep the vehicle along the normal to the ground but in this prototype, however, I just let the physics engine deal with that aspect. Not sure if the FP view will be one I end up using at all (was thinking an offset third person view would be better) but it might be an option. 2 additional goals for tomorrow - getting the camera to smoothly 'lerp' from birdseye to first person (instead of just snapping) and also allow user to pan/tilt birdseye camera as necessary (including a easy 'direct overhead' mode).
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