Archive for October 30, 2011

Weapon Swinging + Explosions

Need to change the weapon from being a kinematic body that collides with enemies to being a combination of a ghost body that collides with enemies and a kinematic body that collides with particles… The current approach isn’t going to work when enemies take more than 1 hit to kill, though batting them across the level is fun. Even more fun? At the beginning of a swing, the weapon might come into existence inside the enemy’s body – resolving this collision results in a wealth of hijinks.

Note: The DX11 renderer changes the DepthStencilState and CullMode (and potentially other things) so you’ll need to clean up after it, assuming you’re calling CEGUI::System::getSingleton().renderGUI() right before pSwapChain->Present( 0, 0 ). It is entirely possible there is another way to structure things, of which I am unaware, which will better minimize state changes. If you know something I don’t, let me know!