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site/posts/2018-07-22-Devlog:-Interactable-objects.md
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site/posts/2018-07-22-Devlog:-Interactable-objects.md
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---
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title: "Devlog: Interactable objects"
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author: nek0
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tags:
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- english
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- programming
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- "devlog: tracer"
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description: A new view on my progress so far
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---
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Hi folks. Sorry I haven't updated in tha past 2 months. I was busy at work and
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with everything else. But that didnÄt keep me from making any progress. I got
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animations up and running, so the player and the NPCs are no longer just dots,
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but they have real bodies.
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I also now have loading screens, which were a little
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trickier than I thought in the beginning. My problems boiled down to the fact,
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that if I have another thread, which wants to do some actions with OpenGL, it
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needs to have its own context and context sharing has to be enabled.
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My biggest breakthrough I achieved just today: Interactable objects. Until now
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you could move around the map and test out collision between the player and his
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surroundings, but not more. Now you can move up to any copier and activate it
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with a right click when you stand right in front of it and look in the right
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direction. For now this just changes the animation, that is played, but it's a
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start. Here is a small screencap I made of the whole process:
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<video controls="true">
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<source src="/vids/2018-07-22.webm" type="video/webm" />
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</video>
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The copier itself is also an interesting. because it is animated, it does not
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reside in the Matrix where all the walls, tables and boxes are. It resides like
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allother animated things (e.g.: the player and the NPCs) inside the Entity
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Component System, but it still has collision boundaries, which are respected by
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the player and the NPCs. That took me some time to figure out, how to do this.
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I am also preparing a possibility to have the game's solution generated
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procedurally. Graph theory for the win!
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I already have submitted my talk to the ["Datenspuren" event][ds] and hope it
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will get accepted.
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See you (hopefully) soon.
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[ds]: https://datenspuren.de/2018
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