1 min
The third CGD blog post about Don’t Walk By
This week I made adjustments to my touch manager system.
I changed it so that the touches were added and removed from the system based on the touches phase. If the touch has just been pressed down then a raycast would be used to detect the gameobjects it was touching add them to a dictionary. Similarly when a touch is lifted up a ray is fired to see what gameobject it was touching and remove them from the dictionary. If a touch was held down then a ray would be fired to see what it was touching and if what is was touching was not the same then the dictionary would be updated accordingly. I also made it in this touch phase update the stored positions of the touches. This produced much more cleaner dragging of gameobject which is a major use of the touch manager.
I also added a extra functionality to the touchmanager with more wrapper functions for uses to detect whether a touch has just pressed down, lifted up or stayed down, with overloads to get either the position of the touch or the touch itself.
Subscribe to this blog via RSS.
C++ 30
Directx12 11
Mario kart 11
Commercial games development 15
Unity 15
Low-level programming (19) C++ (30) Text based adventure (5) Ex-machina (9) Game engine programming (11) Directx12 (11) Mario kart (11) Land of gold (5) Audio visual production (1) Commercial games development (15) Unity (15) Don't walk by (15)