Add follow camera
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4 changed files with 164 additions and 27 deletions
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game.h
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game.h
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@ -2,6 +2,28 @@
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game: this file implements the backend of a complete, actually playable
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game, and is meant to be included and used by specific frontends (which
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will handle each platform's hardware details and I/O).
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TODO: more documentation
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UNITS: There are various kinds of units used to ensure independence of the
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game modules. Here is a summary:
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- LCR_GameUnit: data type, abstract unit of the game (racing module). One map
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square is LCR_GAME_UNITs long, a full angle is also LCR_GAME_UNITs.
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- LCR_GAME_UNIT: Size of one game square and full angle in LCR_GameUnits.
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- S3L_Unit: data type, small3dlib's unit. May change with renderer change.
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- S3L_FRACTIONS_PER_UNIT: small3dlib's value representing 1.0.
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- LCR_RENDERER_UNIT: for the renderer one map square is this many S3L_Units.
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- TPE_Unit: tinyphysicsengine's unit. May change with phys. engine change.
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- TPE_FRACTIONS_PER_UNIT: tinyphysicsengine's value representing value 1.0.
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- LCR_PHYSICS_UNIT: for the phys. eng. one map square is this many TPE_Units.
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COORDINATE SYSTEM AND ROTATIONS: The game itself (racing module) is
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independent of rendering and physics libraries, but out of convenient adopts
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their coordinate system (X right, Y up, Z forward) and rotations (Euler
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angles, by Z, then by X, then Y).
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*/
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#ifndef _LCR_GAME_H
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