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Monday, May 6, 2013

Module System partially implimented +Status Update and Future plans

The module system has been partially implemented. Currently, via this system, objects can be added, respond dynamically and as well their states can be partially saved.

However, I am still working on the loading system.
Once the module loading system is done I plan on making the join system reworked.

As the old joint system currently is, it is hard to save which joints are connected to what. And the old system just doesn't cut it when it comes to what I want to be done in this program, so this is how the new system will work:

-Individual joint components will not be saved as they have been before, rather instead each module will save which object it was connected to, then when all the modules are loaded, they will individually add joints between themselves "automagically".

-Instead of using the unity based joint component as the main interface for all joint based things, a joint class will be created that both objects that are connected by the joint can access. Before, only the object that had the actual joint component on it could access this data without a bunch of workarounds. This way it will standardize how each joint is accessed with no need for the additional complexity.

-This joint class will contain a variety of useful functions on things to do to the join, and simplify code outside of the joint itself.

Once the joint system is finished, tried and tested, I will begin working on the new GUI system. Unity's current GUI system is a mess, requiring lots of code to do very little; I am currently planning to replace it with  NGUI. This will enable a much better and user friendly GUI then currently exists.

And as a final note, there is a way to embed unity web-players into blog posts, so on the next update the game will be playable on a separate page on my blog.

Anyway, that's the deal for now, Signing out,
-Patrick