
This is a screenshot I found that I believe is from an upcoming version of 3D Tetris for the Wii... (I got it from
here, but haven't yet done any additional research to verify the validity of this)
This is the first screenshot I've seen that looks somewhat like what I've been thinking of creating in Ogre. Currently I am working in 3 dimentions, but keeping everything within a 2D plane. Once I have that working properly, it shouldn't be
too difficult to add the third dimention.
I'm busy as heck getting caught up at school, but I'm almost there. So I'll be back hacking away at this Tetris program in no time.
I think I'm actually going to go back to the drawing board, as I already have created some messy code, and I am
not a fan of messy code. It was an Ogre learning experience, so I won't beat myself up over it. It will probably take less time to start over with a cleaner and more focused design than it would to work with my existing code.
I think the answer to my rotation problem is to design it to work correctly for the rotation of a piece, and then go backwards from there.
I've learned a lot about how to rotate my piece (I use the word loosely, since you can pitch, roll or yaw an object in 3D space), but where the problem comes in is rotating it exactly like the original game; I need to rotate the piece around the center axis of the root block of the piece. Seems simple enough... I think there is a flaw in my game logic somewhere that is making this more difficult than it should be.