I started to write
clean code until when series of problems started. So due to haste
and some hacks I ended up with comment-less, non-organized code.
The physics part
was done in a 2d enviroments. This is what took my major time.I tested
it with primitive objects which seemed to work right. But when in
irrlicht I integrated it with complex level data. I started to see
unexpected results. At that time in 3denv/Irrlicht I didnt had any
visual debugging tool. A lot of time was wasted on that hacked debugging
stuff and hacked physics. I had to cut down some physics features.
When I was working
on the project I ignored any kind of debugging because I thought I
can do it without them. But that resulted into serious series and
chains of problems . I estimated that if I properly and carefully
applied debugging measures of 2 days then they could save my 4 extra
days.
One day was spent
on finding means to export collision data from 3dsmax because this
was my first time using maxscript.
Little drops of
water make a sea and Recompile, Recompile, Recompile this becomes
a big part of the time I spent on project (I believe if debugging
and GUI aiding stuff were present I could save a lot compiles).
The verlet physics
integrator shows different experiences at different FPS. I had no
idea about this problem. So I have to do some filtering, some clipping.
Some constants were changed to variables(mathematically speaking)
ie The amount of impulse an actor needs to jump was constant and independent.
But at different FPS/timedelta the results where different. So many
independent constants where made dependend upon performance of system.
This however reduced but not completly eliminated the problem.