Decided to celebrate getting the character controller stable by having a big break from physics for a while and get some graphical stuff working. Getting the model and animations integrated was a quick job as I'd written and polished my code for this stuff in the 2D game (animation controller, blen…
Flying along now the fiddly bits are sorted. Implemented crouching, with the obligatory only stand up if there is room behaviour in the character controller. All seems to work very well so far.
Been messing about today as well with the systems I have to make debugging shapes for rendering. I had a b…
Been messing about today as well with the systems I have to make debugging shapes for rendering. I had a b…
Scrap the last entry with that stupid hack for preventing slope climbing. Turns out there is a proper geometric solution that was easier than I could have ever expected.
When the GJK returns a separation vector, you can dot this (normalized) with the world up vector to produce a value that you can u…
When the GJK returns a separation vector, you can dot this (normalized) with the world up vector to produce a value that you can u…
Somewhere in a dark corner of Eastern Europe, there must be an asylum for programmers who have dared to try to implement a robust character controller. Listen - you can almost hear their pathetic mewling. Poor, lost souls, doomed forever to crouch in the corner of filthy cells, doing trigonometry o…
Still driving myself mad with character controllers. Hopefully a bit of progress this morning though.
Part of the issue is locking the character to the floor, so that we only need to apply gravity when he isn't grounded. If we just do this naively, only applying gravity if the distance is greater th…
Part of the issue is locking the character to the floor, so that we only need to apply gravity when he isn't grounded. If we just do this naively, only applying gravity if the distance is greater th…
Just a quick image of the kind of model it is now getting possible (dare I say, easy and fun) to create with Charm now a lot of the irritations are being ironed out. Nothing like writing a piece of software to actually use yourself to make you focus on the minutea.
Need to get a very cartoony charac…
Need to get a very cartoony charac…
Decided to ditch the 3D platformer for the time being and go back to writing a 2D platformer. I find a 2D game demands less in terms of quality of content and isn't as immediately comparable to AAA experiences and can be a lot more simple fun.
I'm still using 3D rendering approaches but in an orthog…
I'm still using 3D rendering approaches but in an orthog…
Bit of a black triangle screenshot but finally, after many weeks of preparation, have managed to:
a) Make a model I don't despise too much to use, using my modeller
b) Rig it
c) Export it from my modeller in a format friendly for my "game"
d) Replace the capsule with the character
e) Export a single pos…
a) Make a model I don't despise too much to use, using my modeller
b) Rig it
c) Export it from my modeller in a format friendly for my "game"
d) Replace the capsule with the character
e) Export a single pos…
Working on a new character in the editor at the moment but still developing the editor as I go.
Most recent features include a Groups system that allows you to store and name groups of any selection (vertices, faces, joints) and reselect easily. I took the approach of using an autogenerated ID numbe…
Most recent features include a Groups system that allows you to store and name groups of any selection (vertices, faces, joints) and reselect easily. I took the approach of using an autogenerated ID numbe…
This is a work-in-progress of the latest character being created with Charm just to test out the interface.
To ease weighting vertices, I've come up with the panel visible in the screenshot that you can use directly from the interface to edit the weights of selected vertices. I've also enabled verte…
To ease weighting vertices, I've come up with the panel visible in the screenshot that you can use directly from the interface to edit the weights of selected vertices. I've also enabled verte…
Progress with the 3D platformer physics has led to the need for animated models so have dusted off the half-finished 3D modeller I was working on and pushed forward a bit.
Its kind of like a nicer looking Milkshape by design. I'm using Qt for the GUI and Direct3D for the rendering and it currently h…
Its kind of like a nicer looking Milkshape by design. I'm using Qt for the GUI and Direct3D for the rendering and it currently h…
Well, its been a while since I updated this journal, or even spent any significant time on GDNet but I live and am still writing game stuff in my spare time.
The most recent push has been towards a 3D platform game. The image shows the current prototype in action.
I've managed to cobble together a wo…
The most recent push has been towards a 3D platform game. The image shows the current prototype in action.
I've managed to cobble together a wo…
Just a quick update on Charm, my 3D character modeller.
I've implemented a vertex shader system to deform the model according to up to four vertex weights that is all working fine. You can assign a colour to each bone and the screenshot shows the model coloured based on its vertex weights. In animat…
I've implemented a vertex shader system to deform the model according to up to four vertex weights that is all working fine. You can assign a colour to each bone and the screenshot shows the model coloured based on its vertex weights. In animat…
So sure, I've not posted for a while but been very busy actually, just not felt the urge to put a journal up for some reason but reached a good milestone today on my pet project so thought I'd start to try to drum up a bit of interest.
Charm (Character Modeller) is a Milkshape inspired low-polygon 3…
Charm (Character Modeller) is a Milkshape inspired low-polygon 3…
Very happy with the latest bit of progress. I've got a system working now where a character moves smoothly up and down slopes without sliding.
The controller tracks a floor face that it is currently 'on'. If no face is set, when the collision detection runs, if an object returns a separation vector …
The controller tracks a floor face that it is currently 'on'. If no face is set, when the collision detection runs, if an object returns a separation vector …
I wrote a miniature level editor and have got the basics of a capsule-based character controller working now. It correctly collides with the various objects as you move it around, including sliding and resolving the awkward cases where resolving a collision with one shape causes a collision with an…
Seem to be getting there slowly. It is tough making this numerically stable but making progress. Just got some issues left with an infinite loop on the flat faces but I'm hoping the simplex at the time is close enough to the optimum.
Funny, would have expected the infinite loop to occur around the c…
Funny, would have expected the infinite loop to occur around the c…
I've finished the development of the 2D GJK implementation, including both margin-based resolution for shallow penetrations and unit-circle sampling for approximate resolution for deeper checks and the time has come to start to try to implement this in 3D.
Something that was very handy during workin…
Something that was very handy during workin…
Been implementing 2D GJK with expanding polytope algorithm just for fun and in preparation for tackling it in 3D.
Its one of those things that is not as complicated as it seems.
The two shapes in the example above are composites formed by combining two simpler shapes. The beauty of GJK is that only t…
Its one of those things that is not as complicated as it seems.
The two shapes in the example above are composites formed by combining two simpler shapes. The beauty of GJK is that only t…
Long time no post, but been busy. Mainly work but finding the odd bit of time now and again to work on the 3D modelling package. It's being rewritten from scratch in Qt which is making it easier to create a nice, sleek user interface.
The bones of the rendering is done. I'm developing the user inter…
The bones of the rendering is done. I'm developing the user inter…
So yes, writing a Window framework was indeed a stupid idea and I've given up. I've decided instead to rewrite Opus, my low-poly 3D modeller, using Qt. I like Qt personally.
I've been developing the above for the main workspace area. It's a SplitWidget. You can take any child widget and split it hor…
I've been developing the above for the main workspace area. It's a SplitWidget. You can take any child widget and split it hor…
[source lang="cpp"]
#include <windows.h>
#include "OxApplication.h"
#include "OxWidget.h"
#include "OxMainWindow.h"
#include "OxPushButton.h"
class Window : public Ox::MainWindow
{
public:
Window();
private:
void changeTitle(Object *sender){ setWindowTitle("Clicked!"); }
Ox::PushButton *button;
};
Windo…
#include <windows.h>
#include "OxApplication.h"
#include "OxWidget.h"
#include "OxMainWindow.h"
#include "OxPushButton.h"
class Window : public Ox::MainWindow
{
public:
Window();
private:
void changeTitle(Object *sender){ setWindowTitle("Clicked!"); }
Ox::PushButton *button;
};
Windo…
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