3D graphics work

So I suck at writing blog posts, so time to pick up the slack.

The last week was mostly work on adding proper graphics. So far we've been relying on the built-in debug renderer in LibGDX, meaning that we had simple but decent graphics for everything we added to the game automatically, but we also had zero control over how it all was drawn.

Last week me and Conrad discussed the style we wanted for the game. We considered a number of different styles, including different kinds of both 2D and 3D graphics. Although the physics simulation is purely 2D, that doesn't mean that the rendering has to be 2D as well. At the least, it is possible to add some amount of depth to the scene using "fake 3D". However, in the end we opted to go for actual 3D rendering for the game, mostly because to get the effects that we wanted it was easier.

The rest of the week was spent testing out the 3D capabilities of LibGDX and implementing what we needed for 3D rendering. I first did some simple tests using the LibGDX tutorials and found that LibGDX had support for generating simple shapes such as cubes, spheres and cones, which were perfect for for example the terrain, the ragdoll's head and spikes, respectively.

I created some abstract representations that combined a 3D model together with a 2D physics shape to simplify the addition of 3D graphics. Now people can simply throw in those objects instead of making shapes themselves and get the 3D graphics bundled up with the physics automatically.

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