Afternoon.
Got the start of edge grabbing working now. You have to hold down left mouse while jumping or falling to enter the grabbing state, then the system will attach the character to an edge when it is close enough, locking him into the correct position and orientation.
Next up I'm going to tackl…
Got the start of edge grabbing working now. You have to hold down left mouse while jumping or falling to enter the grabbing state, then the system will attach the character to an edge when it is close enough, locking him into the correct position and orientation.
Next up I'm going to tackl…
Just a quick post to show I'm still alive and that my game is not yet dead. Work has been pretty busy and the clocks changing in the UK has completely thrown off my body clock (what was 4pm is now 3pm) so not got a lot of hobby stuff done lately.
I've been making some slow improvements and changes t…
I've been making some slow improvements and changes t…
Morning.
Was working on improving the shapes for the ragdoll to make them a better fit to the model over the last few days. Made a bit of a mistake with the size of a head sphere, which produced this wonderful out-take I share for your viewing pleassure:
Hope that made you giggle as much as it did me…
Was working on improving the shapes for the ragdoll to make them a better fit to the model over the last few days. Made a bit of a mistake with the size of a head sphere, which produced this wonderful out-take I share for your viewing pleassure:
Hope that made you giggle as much as it did me…
This is without doubt the most fiddly bloody thing I've ever tried to do, but we are making some slow progress. Generating a rag doll from the mesh skeleton.
I do not understand the transforms I have to pass to Bullet when creating the constraints. They make absolutely no sense to me, so I'm reduced…
In my preparation for rag doll animation, something has been troubling me.
What I will want to do is start the rag doll in whatever pose the character is from the animation system, then allow the physics to take over. Have been thinking about this in relation to the constraints (hinges and cone twis…
I'm pushing forward with adding the constraints system to my "engine/game/whatever" now. Bullet provides a comprehensive range of constraints for connecting rigid bodies together, but the API doesn't do much in terms of management. You just have to ensure you have removed all the constraints attach…
[media][/media]
Seems legit
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 like that at the moment.
Certainly…
Seems legit
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 like that at the moment.
Certainly…
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.
Read more in Journal of Aardvajk
Read more in Journal of Aardvajk
So the problem with those wonderful detailed arms from MakeHuman is that they are impossible to rig using Charm, since it is designed as a low-polygon editor and hasn't (yet) got any support for fancy weight painting. Gave up and made a set of my own deliberately basic arms, so I can at least start…
Quick post from phone.
Have decided to restart Om from scratch again. Too much unexpected things have made the current implementation feel icky. Mainly the running of object destructors but sure there are other things too.
Issues to consider from day one on this iteration are:
* decrementing a referen…
Have decided to restart Om from scratch again. Too much unexpected things have made the current implementation feel icky. Mainly the running of object destructors but sure there are other things too.
Issues to consider from day one on this iteration are:
* decrementing a referen…
Destructor Access to Execution Context
Having got [font='courier new']this[/font] working in destructors as per the last entry, the next challenge I decided to get into was making it possible to access values in the surrounding execution context from within the destructor body. Sounds simple, huh? H…
Having got [font='courier new']this[/font] working in destructors as per the last entry, the next challenge I decided to get into was making it possible to access values in the surrounding execution context from within the destructor body. Sounds simple, huh? H…
Om Destructor Woes
"Had I knowm, I would have been a watchmaker," is perhaps wrongly quoted to Einstein I believe on his discovery that E=MC2 meant the possibility of the atomic bomb. Well "Had I known, I would have never added destructors to Om" is my equivalent.
Wow, it makes life difficult. So aft…
"Had I knowm, I would have been a watchmaker," is perhaps wrongly quoted to Einstein I believe on his discovery that E=MC2 meant the possibility of the atomic bomb. Well "Had I known, I would have never added destructors to Om" is my equivalent.
Wow, it makes life difficult. So aft…
Om Prototype Inheritance and Destructors
Been a while since an update since I've been mainly reimplementing all of the basic functionality into the now third incarnation of Om that has been already described in previous entries. I've made everything a lot more efficient than it was before and tried …
Been a while since an update since I've been mainly reimplementing all of the basic functionality into the now third incarnation of Om that has been already described in previous entries. I've made everything a lot more efficient than it was before and tried …
Om and the FunArg Problem
There is a problem with languages that support functions as first class citizens which turns out to be very well studied and even has a proper name according to Wikipedia - the funarg problem. After weeks of pondering, I've finally come up with a solution for Om that fulfil…
There is a problem with languages that support functions as first class citizens which turns out to be very well studied and even has a proper name according to Wikipedia - the funarg problem. After weeks of pondering, I've finally come up with a solution for Om that fulfil…
After a brief battle with a bad phase of mental health issues, I've yet again restarted Om from scratch. I want to try a different approach to look up of variables this time as I was encountering some problems using the approach of storing indices from top of stack backwards. Instead this time, I'm…
Short Circuit Evaluation
The way I'd previously been doing and and or in the VM was with specific instructions, [font='courier new']OpCode::Land[/font] and [font='courier new']OpCode::Lor[/font], which popped the top two stack values, then pushed the boolean result of anding or oring their boolean i…
The way I'd previously been doing and and or in the VM was with specific instructions, [font='courier new']OpCode::Land[/font] and [font='courier new']OpCode::Lor[/font], which popped the top two stack values, then pushed the boolean result of anding or oring their boolean i…
Control Structures in Om
I've just finished up the basic control structures for the Om language and virtual machine, namely while, if/else and two forms of for loop. The second form of the for loop, what we'll call the for-each, is a little bit more interesting but I'll explain how the normal struct…
I've just finished up the basic control structures for the Om language and virtual machine, namely while, if/else and two forms of for loop. The second form of the for loop, what we'll call the for-each, is a little bit more interesting but I'll explain how the normal struct…
Inside the Om Virtual Machine
I've basically rewritten the entire project from scratch since my last entry since I really felt I could do better in terms of organisation and wanted to pay more attention to correctly releasing resources when an error occurred. I'm nearly back at the same point of fun…
I've basically rewritten the entire project from scratch since my last entry since I really felt I could do better in terms of organisation and wanted to pay more attention to correctly releasing resources when an error occurred. I'm nearly back at the same point of fun…
Thought rather than posting random stream of conciousness updates about the Om scripting language, I'd try and post a bit more of a structured introduction to the syntax today. Will write some stuff up about the C++ API as an when it is more finished.
Om is a dynamically typed language, in that each…
Om is a dynamically typed language, in that each…
I'm working on a side project alongside my game, a dynamically typed scripting language for execution on a virtual machine. It will become part of the game eventually but its a fun project in its own right and one that has long fascinated me. The language is named Om, after the holy symbol chanted …
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