Ramp culling, new maps, picking
Posted by Eugene / 10th November 2009 in IGFEB09 - Team A, Production Diaries

There was no culling between ramps when two ramps were placed next to each other facing the same direction. Added checks when initialising the level to make sure ramps that are placed side by side have their faces culled appropriately. The ramps are not working as well as expected and the player goes through them quite often.

I made several maps that only use on level and have no ramps in them in case we can not get the ramp situation fixed before the final submission. The avatars that are being rendered in the menu would be in the wrong position if a resolution with a ratio other than 4:3 was chosen. This was because the text was positioned using back buffer coordinates and the avatars were positioned using world coordinates.

I figured if I could use the back buffer coordinates to position the models we would be on the same page. I calculated a picking ray through the back buffer coordinates I wished to use and placed the models using this ray. The other team member can benefit from this because of the billboards that are used in the menus.