The latest episode of BugSmashers is here!
Greetings citizens of the ‘verse! Two weeks have passed which means another exciting episode of BugSmashers! This time we have a more lively Mark Abent in his new office and ready to take on a new bug!
– Hornets main engine thruster effects are not working as well as the manoeuvring thruster effects are only working at certain angles
– Mark takes a look at reproducing the bug and figures out that the main thruster effect flat out does not work and the manoeuvring thrusters only work at certain angles. Also when looking at the hornet from further away it exasperates the issue.
– Mark takes a look at the code and notices the code for camera is a little wonky. The code in question determines whether or not we should see the effects by how close the camera is, however instead of the camera being set up to judge the distance between the camera and the ship, it’s instead calculating the distance from a point of origin which is an issue because instead of going through the zone system to the world space(which is where the ship is) It’s going from world space, to world space and that makes some weird stuff happen.
– Mark goes through and cleans up the previous code with some changes to the zone system which is a handy system that is able to know where everything is as a given time. He makes some changes to where instead of using worldspace to calculate where the camera is in the game to start with, he’s making the game use the zone system to get the coordinates of the camera first since it knows where everything is.
– Mark continues to clean up some more code that wasn’t allowing the Level of detail to be as precise.
– Finally, Mark cleans up another section of code which was incorrectly communicating the transfer of the camera within the Zone system and properly calibrated it to it’s specific needs.
– Mark compiles the code and it works properly again! No more missing effects at a certain distance or not having any at all!