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SneakySneaky

Final assignment for Games Creation Processes

Resources

Controls

  • Left Click Move
  • Q Rotate Left
  • E Rotate Right
  • T Throw Object
  • ↹ Tab Show Inventory
  • [space] Skip Intro / Advance Level

Your Friendly Guide to Developer Mode

Tap ` (the key to the left of 1) to enable developer mode.
This allows you to access debug rendering as well as various cheats.

Keys

  • 1 Primary Debug Rendering
  • 2 Physics Debug Rendering
  • 3 Navigation Debug Rendering
  • 0 Toggle Depth Testing for Debug Rendering
  • W Peek Over Room Walls
  • R Reload the Current Level
  • U Unlock all Doors in the Current Level
  • D Toggle Profiler.
  • C Force a Crash.
  • N Advance to the Next Level.

B A

Commit Guidelines

  • 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.

Getting Started (Windows - Visual Studio)

Requirements

Building

  1. Clone this repository into a directory on your computer.
  2. Run the cmake_vs2013.bat file.
  3. In the build/ directory, open SneakySneaky.sln.
  4. Set the build configuration to either Debug or RelWithDebInfo.
  5. Build / Debug with Visual Studio as normal.

Notes

  • 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.

Getting Started (Mac OS X - Qt Creator)

Requirements

Building

  1. Clone this repository into a directory on your computer.
  2. Open Qt Creator, File -> Open New Project..., select the CMakeLists.txt from the repository.
  3. Leave the text box empty, click Run CMake, then Done.
  4. Build / Run with Qt Creator as normal.

Notes

  • 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.

Importing Models

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

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Final assignment for Games Creation Processes

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