Minor point - I think your description is too specific to be termed a "vehicle"
Is a hovercraft or ship not also a vehicle?  They don't have any wheels!

 
On 12/19/05, Jason Moyers <[EMAIL PROTECTED]> wrote:


On 12/18/05, Reed Hedges <[EMAIL PROTECTED] > wrote:
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Also, what will be the purpose of a "vehicle" type in A3DL?
I'm currently getting hierarchical objects working in CSVOSA3DL.

Currently all you would have to do to make that work (once I finish
making the CS side work) would be to make the player object a child of
the motorcycle 3d object*, and then move the motorcycle around.  Of
course, for the game logic, a "vehicle" tag might be useful so that the
game knows it's a vehicle and provide the right UI to the player ( e.g.
special highlight, and click to get "inside" the vehicle) and also maybe
have a viewpoint inside it so that you can position the player 3d model
correctly on it.  But just within the realm of general A3DL you don't
neccesarily need to distinguish vehicles, since any object will be able
to "contain" any other within its transformation in space.


Anyway, I'll let everyone know when the hierarchical transforms work in CS.


The point of the vehicle class would be to provide a standardized API for all wheel-based vehicles. All wheel-based vehicles have x front wheels (0 or more) and y rear wheels(0 or more) and provide drive off of the rear, front or both axles. Also Vehicles contain n seats(1 or more) located at Cn where the player(s) would "sit."

So the purpose of a general A3DL vehicle class would be that any client *should* know how to build/use such a vehicle, and it would be uniform through-out. Hierarchical transforms would be beneficial, so you can attach the front wheel(s) and the back wheel(s) and the player(s) to the vehicle body and off you go. So perhaps I should ask where I could help to get hierarchical transforms working?

 -Jason

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