Final assignment for Games Creation Processes
- Lino Board: http://linoit.com/groups/Game%20Creation%5BTeam%20name%5D
- Urho3D Documentation: http://urho3d.github.io/documentation/HEAD/
Left Click
MoveQ
Rotate LeftE
Rotate RightT
Throw Object↹ Tab
Show Inventory[space]
Skip Intro / Advance Level
Tap `
(the key to the left of 1) to enable developer mode.
This allows you to access debug rendering as well as various cheats.
1
Primary Debug Rendering2
Physics Debug Rendering3
Navigation Debug Rendering0
Toggle Depth Testing for Debug RenderingW
Peek Over Room WallsR
Reload the Current LevelU
Unlock all Doors in the Current LevelD
Toggle Profiler.C
Force a Crash.N
Advance to the Next Level.
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B
A
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DO NOT PUSH COMMITS TO THIS REPOSITORY
-
Source assets should not be committed, we need to find another way to store them (I'm currently using Dropbox).
-
Commits should encompass a single logical change, and have a meaningful commit message. Try and avoid letting them get too overfull, but also don't be tempted to commit every time you save the file - generally everything should be in a working state.
- Clone this repository into a directory on your computer.
- Run the
cmake_vs2013.bat
file. - In the
build/
directory, openSneakySneaky.sln
. - Set the build configuration to either
Debug
orRelWithDebInfo
. - Build / Debug with Visual Studio as normal.
- The first build (and if you re-run CMake) will take a very long time.
- Do not edit any project options in Visual Studio - changes will be overwritten when they are re-generated.
- As an exception, you can create new files using Visual Studio, just make sure they are in the
src/
directory.
- Clone this repository into a directory on your computer.
- Open Qt Creator,
File -> Open New Project...
, select the CMakeLists.txt from the repository. - Leave the text box empty, click
Run CMake
, thenDone
. - Build / Run with Qt Creator as normal.
- The first build will take a very long time.
- New source files need to be created outside of Qt Creator, they will be detected next time the project is built.
After the first build is successful, a number of command-line tools will be created in Urho3D/Bin/
. The most useful of these is AssetImporter
. To import a .obj
model without any cruft, use the following incantation (replacing the relevant paths):
Urho3D/Bin/AssetImporter model source/model.obj ./data/Models/Output.mdl -o -h -nm -nt -ns -nf