JNWN approaching major  milestone

I have a bsic client that loads a mod file, brinsg up the first area, and positions a cat as an avatar at the start position.

You can drive the cat around with the W A nd D keys (no S yet) and he animates wlaking properly. You can zoom the camera in and out with the arrow keys (evetually I want to make it avoid walls automatically, this is just an engineering fill-in til I get to that.)

He wlaks on the Z plane, my next task is to get him respecting floor height. There is also currently no collision detection so hes a “ghost” that walks through solid objects.

But its getting close to a tech demo. i get those things fixed nad I thin it’ll be ready :slight_smile:

Okay! Its now doing primitive terrain following!

(No smoothing or motion limiting so it “pops” up and down and will do any dispalcement withotu limits-- you can walk omn the walls if you want to-- but good enough for now.

Next is collision detection and then I profiel, tune and do a first alpha-test release :slight_smile:

WOW! :o

Where are you finding the time?

Kev

Well, Im in planning and document hell, so this is the only coding Im doing at the moment :slight_smile:

Also, it hasnt been that hard, Im leaning heavily on j3D. Thanks to the latest GC work as well as work the J3D grou h as done on PickTool Im finding i can use the J3D pick segments for all the hard parts of my collision coding :slight_smile: :slight_smile: :slight_smile:

A note:

We just found a seriosu object leak in J3D picking.

Its fixed in the version Im using but JNWN run with the currently released J3Ds will show nasty gc pauses and cna even run out of memory.

Hoepfully this fix will be going into the J3D 1.4 nightly build this week.

JK