I switched gears a bit and worked on the camera system, I unified the code for the camera in tactical and ship modes, the code was nearly identical, but was in two seperate locations, bad programming. Then I changed the camera behavior to be more smooth, basically by giving the camera rotations/movements a velocity and then slowing this velocity to 0 over a short period of time when the player isn’t commanding the camera to move. So when the player rotates around the ship there is a bit of a decelleration instead of the hard stop when the player stops the mouse movement. Much more pleasing. Next up is adding a few more neat camera touches. Maybe I’ll even include camera shake when there’s an explosion nearby or some other polishes.
Before this I worked on the hook/harpoon ability of the command ship, I have the physics side mostly figured out (this took a lot out of me, physics is an area that is very foreign to me), but the visual side made me a bit frustrated (looked like crap, and not a good prognosis for it looking cool) so decided to work on something that I can see the effects right away. Good way to combat burnout.
Iter 7 is scheduled for next weekend (4th of July weekend).


 Hopefuly sooner than later
  Hopefuly sooner than later  the transport ship and the trading station will receive textured models.
  the transport ship and the trading station will receive textured models.

