Re-Usability or what was that about the Wheel ? (just a few thoughts)

I decided to use the preview animation rigging package from Unity. After a few problems with importing the rigged Blender models as FBX I could easily use this quite good package. (Mainly MakeHuman screwed the scaling, but thats for another time)

I started a small new project to practice the use of it. And while doing that I also decided to export my game system for the main project I am currently working on, which I described in the previous articles a bit.

When you do something like this, you can easily see how reusable and how independed it is from the project you first implemented it in.

And I am quite happy with it. It worked out of the box. But since the small practice project is fundamentally different, I also see what is missing at once.

Just as an example : When the player now looks at the floor, which is an ActionableObject, the AO not only needs to know that it has the focus, it also needs to know where exactly the player is looking at all times. The player can build an object there and for this it needs the exact position.

Also I want to decouple my game system from libraries like Doozy, which for various reason I really like. „How to make libraries optional ?“ is another question that arises here. I do not want to make something that smells like API, which would be overkill.

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