1. Entity: AttachChild:
S – Strengths: The main strength of this particular node is its direct ability to interact with an entity as well as its accompanying Entity: DetachThis node. It allows for one to identify the child entity and activate its attachment through other influences such as a Key Input.
W – Weakness: The most significant weakness of this particular node is its option for only a single child. However this may be able to be overcome by using a some sought of logic gate. This may allow for multiple entities to become the child, but will reduce the potential individual control.
O – Opportunities: The opportunity for this node to be included within my experiment exists within the attachment and detachment of the numerous entities to a central core. The child feature will define one of the numerous moving entities, while the node itself could define the core entity.
T –Threats: The most significant threat regarding this node exists upon the potential overloading of the flow graph when numerous entities are being attached and detached simultaneously. However this may be able to be overcome by using many of this node individually, rather than running all attachments through only one.
2. Entity: EntityPos:
S – Strength: The most significant strength of this node is its ability to alter a entities rotation, scale and position while defining previously through additional inputs and calculations. Hence one is able to combine various values and numerous calculations regarding these movements within the node, as it works as a manager.
W – Weakness: The main weakness of this particular node is the manner in which through initial research it appears difficult to set a value within the node, while then attempting the alter the set value through a vector node.
O – Opportunity: This node has many opportunities as it has the ability to be the core of the player entity rotation. It would allow for an updated position to be calculated regularly to be updated in terms of rotation in association with the players global position. Hence rotating the entity in association with the player’s position.
T – Threat: Threats regarding the use of this node within experiment two exists around the updating of the rotations position, as if this lags, then over time the rotation will become out of global sync resulting in the potential clash of entities as the rotate between different axes.
3. Entity: GetPos:
S – Strength: The main strength of the Entity: GetPos node is its ability to receive the world position, rotation, scale and direction of a defined entity upon any axis while separating this information accordingly. Such allows for a particular element to be altered rather than having to later separate the information out, allowing for various different tasks to be completed on potentially each field.
W – Weakness: There are not all that many weaknesses for this node, except perhaps for the point that when used with say a “Vector Sub” node it may be difficult to determine which value is being subtracted from the other, especially if we wish to produce a negative number not a positive.
O – Opportunities: The opportunities to use this node are immense, mainly within determining the position of various entities to determine whether through the vector outputs they are in range for attachment on a face, or calculating the rotation of an entity with reference to the player.
T – Threat: The main threat of using this node is the potential confusion when altering two or even all three qualities of an entity by the same value or ratio as one will either need to combine the values or alter them separately however within the same ratio of values.
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