Monthly Archives: July 2012

Updated Build (mini-map, character models)

Okay so I’ve been busy working on another iPad project for myself, so the Kart Demo got neglected for a few days. I came back with a vengeance and smoothed out the physics on the player vehicle and the AI now path smoother (they also have turning wheels now!). Still need a new set of Waypoints for the blue AI. I’ve also implemented a new driver model (completed modeling, normal mapping, rigging and animations, etc.)…the same model has been applied to the AI. It was a bit tricky getting the AI models to play their animations without having any keyboard control input to trigger them.

I ended up hooking into the existing script for Waypoints that controls turning of the AI wheels/car ( I used it’s wheelAngle variable to to set an “if-else”). This would readout a numeric degree of that variable, which I could read from and say, well if the degree number is +15 or greater play the “TurnRight” animation… else if the degree number is -15 or less play the “TurnRight” animation, else play the “Idle” animation (which is a static animation right now.)

I’ve also got the mini-map working in the build too. It’s actually pretty solid right now. I may polish the little blip texture a bit, but it’s pretty much completed. I used a second GUI camera in scene, set its viewport clipping so it only appears in a section of my game window. I set the camera depth for the mini-map to always render on top of the game camera, placed in a GUITexture for the map of the track, placed (3) 16×16 blip textures for AI and the player and created simple code that makes them follow their assigned transforms (i.e. player or AI vehicles).

I feel it’s really coming along now, starting to look like something finally!

Check the latest build out at : http://www.fatboxsoftware.com/#/kart-demo/4565740225

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Work In Progress – Kart Driver

Work In Progress - Kart Driver

So I created the Kart Driver model, and today am in the process of rigging him in Maya. You’ll notice some odd deformations around the legs. That’s because I’m right smack in the middle of adjusting the default weighting on the model. Looking forward to animating this guy to ride around in the Karts!