Tuesday, February 17, 2015

Snow and such

Well, got to bang on the hobby project a bit during Monday.  Mostly fixed particle emitters and some old rarely used timing code gearing up for the new curves based systems.  All the particles look ugly still, so here's a skeleton sneak:

Thursday, February 12, 2015

Little tweaks here and there

Mostly worked on Lua R&D, minor polish, and content clean-up in the little time I spent this week.  Haven't had time to rig the new characters to demo the new animation system either.  Will be dropping all the old content not from CC0 / CCBy sources, so I can do a public demo once that is ready.  I also pruned a lot of the editor systems recently as I'm going to expand them with more in-game viewport editing support.  Progress is slow, but if there are new HMDs on the market by the end of the year with SDKs I plan to ship something to show off Linux GameDev + VR.  Yes, I am considering a VR specific editor mode too.  You won't believe how easy it is to spot issues in a level in VR!   :)

Friday, February 6, 2015

Dat water

Tweaked the basic tiled flow water shader and textures up a bit in between some other content fix up.  
In the middle of a brand new physically-based animation design / implementation  that is also data oriented.  Going for something pretty generic so curves can be used on everything from audiosource events, to UI, to of course IK blended skeleton animation.  Keeping everything SoA and flat arrays outside the high level user facing stuff of course.  Just something to do while doing some long work tasks over night I guess.  Haven't worked on an animation library from scratch in some time!

Bonus, post power outage dirt + freckles + eyes material fun:

Wednesday, February 4, 2015

Got 30mins in today

Played around with view weapons and such.  Awkward skeleton feels uncomfortable.

Monday, February 2, 2015

Ground work for grasping demo done

Got some assets and their physics setup while playing around with new light models and materials on previous content.  The best part is now if you try and stick your head into stuff you effectively get IK that will push the camera back in the game in a natural way.  It kind of feels like sliding your head down the wall when you try to peek through it.  Will likely do some proc animated enemies with a quick homemade ragdoll system next week if I get any free time.  Everyone loves ragdolls and physics fun.  Sword play, archery, and a little magic are still the goals for the public demo.   If you have a DK2, some move controllers, and are a Linux developer that wants to test stay in touch over the next couple of months.  Yeah hobby project.  Also looking into getting networked game sessions working again on a related note.  Coop VR RPG, anyone?  I'm looking for more CC0 and CCBy content I can modify for the demo too if you see any!  :)