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Journal of Aardvajk

Character Controller - shadows, animated meshes and state machines

Posted by Aardvajk, 03 September 2015 · 0 views

I've integrated an animated model as the main character since last time, created a nice, tidy state machine to handle the character states and added back in shadow mapping. Obligatory video showing all this here:


Finite state machines are an excellent way to look after a player character as they allow you to tightly...

Character Controller - Video

Posted by Aardvajk, 25 August 2015 · 0 views


Seems legit http://public.gamedev5.net//public/style_emoticons/default/smile.png

Pretty stable so far, slope walking, maximum slope angle, interaction with dynamic and static bodies okay, fixed nicely to the floor when grounded. Note this Kcc is being driven by very naive inputs. No accumulating velocities or anything l...

Character Controller progress

Posted by Aardvajk, 23 August 2015 · 0 views

Some good progress this morning. The player capsule (red) now correctly glides and slides around the environment, no longer penetrating either the static or dynamic shapes, and we have the floor ray cast set up and working to detect the distance and normal of the current floor, so can start work on gravity for the player next.

I'm doing a discrete che...

Grappling with Bullet Physics

Posted by Aardvajk, 22 August 2015 · 0 views

Well, Bullet Physics turns out to be, um, quirky, to say the least. Not that I'm complaining, its amazingly well written and stable and very easy to get it set up to do the basic convex shapes rolling around a level, but once you step beyond that, the documentation is often wrong and parameter names can be a little misleading http://public.gamedev5.net...

(Yet Another) New Project

Posted by Aardvajk, 16 August 2015 · 0 views

I've decided to scrap the first person game and start again. Just don't seem to find writing a first person game as much fun as a third person platformer for some reason. Something to do with getting not much graphical pay-off from pouring all the effort into the player character I think.

Trying something a bit different this time. I've integrated the...

September 2015 »

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