Some terrain and invisible lights...
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+14
-4
@@ -10,19 +10,21 @@ void GameWorld::Initialize()
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auto camera = CreateEntity();
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transform = AddComponent<Components::Transform>(camera, "Transform");
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transform->Position.z = 5.f;
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transform->Position.y = 10.f;
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auto cameraComp = AddComponent<Components::Camera>(camera, "Camera");
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cameraComp->FarClip = 2000.f;
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AddComponent(camera, "Input");
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auto freeSteering = AddComponent<Components::FreeSteering>(camera, "FreeSteering");
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/*auto terrain = CreateEntity();
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auto terrain = CreateEntity();
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transform = AddComponent<Components::Transform>(terrain, "Transform");
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transform->Scale = glm::vec3(.0005f);
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transform->Scale = glm::vec3(.05f);
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model = AddComponent<Components::Model>(terrain, "Model");
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model->ModelFile = "Models/terrain/terrain.obj";*/
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model->ModelFile = "Models/terrain/terrain.obj";
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auto tank = CreateEntity();
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transform = AddComponent<Components::Transform>(tank, "Transform");
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transform->Position.y = 10.f;
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transform->Scale = glm::vec3(.01f);
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model = AddComponent<Components::Model>(tank, "Model");
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model->ModelFile = "Models/tank/tank_base.obj";
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@@ -40,6 +42,14 @@ void GameWorld::Initialize()
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model->ModelFile = "Models/tank/tank_barrel.obj";
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}
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}
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//auto light = CreateEntity();
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//transform = AddComponent<Components::Transform>(light, "Transform");
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//transform->Position.y = 10.f;
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//auto pointLight = AddComponent<Components::PointLight>(light, "PointLight");
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//pointLight->Diffuse = glm::vec3(0.1f, 0.1f, 1.0f);
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//pointLight->linearAttenuation = 1.0f;
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//pointLight->quadraticAttenuation = 1.0f;
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}
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void GameWorld::Update(double dt)
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@@ -55,7 +55,7 @@
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PreprocessorDefinitions>DEBUG;_CRT_SECURE_NO_WARNINGS;_MBCS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<PrecompiledHeader>Create</PrecompiledHeader>
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<PrecompiledHeaderFile>PrecompiledHeader.h</PrecompiledHeaderFile>
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</ClCompile>
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