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Hooking Up Goblinson Crusoe

Posted by JTippetts, 22 February 2013 · 585 views

Spent a little while today learning the ins and outs of Urho3D's animation system, and worked more on the wiring to hook it all up. Here is GC out tooling around the wilderness:

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The island generator was a simple drop-in with a bit of rewiring to instantiate the new hex tiles, but otherwise it went smoothly. GC looks pretty green, and I think he fits the overall look of the new system quite nicely.

I'm a lazy re-topologizer, so the low-poly mesh of GC is a tad sloppy, but since this view is actually a lot closer than what I suspect the game view will end up in the end, I don't think it really matters. I can either spend a lot of time getting the retopo perfect, or I can spend significantly less time getting the retopo acceptable.

The animation system in Urho3D is very easy to work with. Very nice. And unlike other engine's I've tried, it is simple to implement the paper-dolling that I (eventually) would like to add. I'm actually quite impressed with this little engine. I've found it to be significantly easier to work with than Ogre, and more fully-featured and flexible than Irrlicht. Mad props to AgentC for his efforts.

Edit: Here is a zoomed out shot that is closer to what I imagine the final view distance would be:

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I really like the grey white mountain tiles. As for the hills, maybe there is a way to use multiple smaller hills to like more like a group of hills for the areas that you want to keep green.

Cool to see Urho3D in use, and thanks for the compliments regarding it!

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