Here is an update to The Untitled Project.
The world is slightly larger.
There are 500 somethings scattered around for you to collect.
The game now saves everything the first time you start it up and again any time that you find one of the collectibles.
It loads that save file when you return to the game.
Every building now has at minimum one door on the ground floor.
Every building now has an elevator.
There are now skywalks connecting even buildings that are immediately next to each other.
There is a mini map of the city (it doesn’t rotate or zoom or show your position on it or do anything like that yet).
There is a ghost mode added for testing purposes in which you can fly forward with collision detection and gravity turned off (press down to enable/disable it).
I think that is everything aside from some less noticeable tweaks (turning is faster for example and sewer manholes are slightly wider and I removed some unnecessary polygons from the walls).
I would appreciate it if any other coders would be willing to take a look at why such bad things happen when when I don’t #ifdef out the stuff relating to loading ms3d (Milkshape 3D) files when compiling for PS3. It returns some messages about failed inlining which I’ve never encountered before and don’t know how to correct. I doesn’t help that didn’t write that loader myself (its from the MilkShape 3D Binary Model Viewer) so I’m not particularly familiar with how it works. I’ll give correcting it myself another try later.
If I end up needing to make my own 3d model loader from scratch (in addition to the one I already wrote and am currently using for Wavefront .obj files) does anybody have any recommendations for what format I should use? I need something that supports bone based animation. Just stick with ms3d? Or maybe smd?