[Tickets] [Orxonox] #425: Improve the BigExplosion Class
Orxonox
trac at orxonox.net
Mon Sep 21 15:35:00 CEST 2015
#425: Improve the BigExplosion Class
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Reporter: fvultier | Owner: nobody
Type: task | Status: new
Priority: low | Milestone: Version 0.1 Codename: Arcturus
Component: AI | Version: 0.0.4
Severity: normal | Keywords: PPS
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Description changed by fvultier:
Old description:
> If a Pawn is destroyed a big explosion is displayed. The BigExplosion
> class is responsible for this effect. Unfortunately this class contains
> too much hard coded stuff. For example the links to the meshes for the
> explosion chunks are written in the C++ code. It would be better to
> define these paths in XML. That way we could define different explosion
> effects for different Spaceships/Pawns. If I destroy a wooden box there
> shouldn't be metal pieces flying away ...
New description:
If a Pawn is destroyed a big explosion is displayed. The BigExplosion
class is responsible for this effect. Unfortunately this class contains
too much hard coded stuff. For example the links to the meshes for the
explosion chunks are written in the C++ code. It would be better to define
these paths in XML. That way we could define different explosion effects
for different Spaceships/Pawns. If I destroy a wooden box in "Mission one"
there shouldn't be metal pieces flying away ...
Steps:
- Understand how the BigExplosion class works.
- Improve it
- Design some simple explosion chunks in Blender
- Create a possibility to define in XML something like: "If this spaceship
is destroyed create a BigExplosion with 5 explosion chunks of type xy."
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Ticket URL: <www.orxonox.net/ticket/425#comment:1>
Orxonox <http://www.orxonox.net>
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