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CURRENT PROJECTS
Bellock Tower Development
Here is the code used to spawn a projectile:

[code]
function fire(%pos)
{
%pos = PlayGui.unproject(%pos);
%eyeVector = VectorScale($BT_Player.getEyeVector(), 100);

%eyeX = getWord($BT_Player.getEyeVector(), 0);
%eyeY = getWord($BT_Player.getEyeVector(), 1);
%eyeZ = getWord($BT_Player.getEyeVector(), 2);

%scaleX = getWord(%eyeVector, 0);
%scaleY = getWord(%eyeVector, 1);
%scaleZ = getWord(%eyeVector, 2);

%deltaX = %scaleX - %eyeX;
%deltaY = %scaleY - %eyeY;
%deltaZ = %scaleZ - %eyeZ;

%posX = getWord(%pos, 0);
%posY = getWord(%pos, 1);
%posZ = getWord(%pos, 2);

%posX += %deltaX;
%posY += %deltaY;
%posZ += %deltaZ;

%projectedPoint = %posX SPC %posY SPC %posZ;

%velocity = VectorSub(%projectedPoint, $BT_Player.getEyePoint());

%velocity = VectorNormalize(%velocity);

%velocity = VectorScale(%velocity, 100);

%p = new Projectile()
{
dataBlock = SniperBowProjectile;
initialVelocity = %velocity;
initialPosition = $BT_Player.getEyePoint();
sourceObject = $BT_Player;
sourceSlot = 0;
client = $BT_Player.client;
};

SFXPlayOnce(WeaponArrowShoot);

MissionCleanup.add(%p);
}
[/code]
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Bellock Tower Design
All Trihex C++ Software adheres to the following coding standards:

Class Definitions:
[code]
class TH_MyClass
{
private:
unsigned int my_variable;

public:
inline int getMyVariable() { return my_variable; };
};
[/code]

All generic engine classes (meaning something that could be used across multiple games) should start with the TH_ prefix. Classes specific to a single game should be prefixed with the two character abbreviation of the game and an underscore. Class names following the prefix should be camel back with first letter capitalized always. Private declarations should always precede public declarations, and the even though private is the default, it should be explicitly added.

All class method names are camel back with first letter lowercase. Getter and setter methods should be used for accessible or inheritable class members, and should be inline.

Opening curly braces are [b]ALWAYS[/b] on a new line.
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BMOH Design
This is were I will be posting our bi-weekly meeting notes. Tasks will not be asigned here you need to go to www.aceproject.com for that.
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BMOH Development
I've setup the game as a normal progression, i.e. company logo page, main menu, character generation, first level.

The follower code has been fixed, they now change animations correctly and will follow the leader around the screen. I have a stub in for changing a follower to the leader, just need to implement that function and the follower code should be ready to go.

I have the behavior hierarchy setup and working also, so I have a base character behavior that takes care of common items, and then behaviors specific to the different classes that work off of that main character behavior. I'll need to tie that behavior structure into what saved from the character creation screen, and then handle spawning and things should be just about ready to make fully playable.

The story has been updated, and more design information should be coming this week. Check the design update for more information later this week.
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COMPLETED PROJECTS
Monster Rollcage

In collaboration with Idryonis Studios, Trihex Software helped bring a fun and innovative simulator ride to the market.

Burn treads, smash bumpers and feel every shake, shutter, flip, and roll in this exhilarating off-road driving experience! Based on the X-Vector motion platform from Entertainment Technology Corporation (EnTCo), which features 360 degrees of continuous rotation on the pitch and roll axis, riders will feel every bump in the terrain as they perform wild stunts, pick up and use items and powerups, and try beat three AI opponents to the finish line. Monster Roll Cage allows guests to experience movement and thrills while driving their own monster truck through a variety of obstacles, stunts, and environments.

The HD projection system delivers a crisp, clear, and realistic "out of the front window" display. The motion base will let you feel the rumble of the road and the awesome horsepower under your virtual hood. Driving simulation will never be the same again!