@SHC: I bet most of those were just modifying a single character/line just to get something in for the day ;D
If you worry about writing good/clean/design-pattern-y code: http://www.sebastiansylvan.com/post/the-perils-of-future-coding/
So, personally, my favorite aspect of game development is level design. Before I design a level, I like to sketch it out on paper, so I can hit blender or a world editor and know exactly what Iām doing before I do it. However, for 3D level design, paper doesnāt translate well as you simply begin designing 2D spaces in a 3D world. So I thought Iād try something newā¦
Letās see how this goesā¦
Hehe, absolutely not. There are tricks, but I didnāt use this. I however created issues on my repositories and they count as contributions. And most importantly, it is commit time and not push time, so I used to commit daily in the morning, and push when I have time.
I knew these kinds of tricks existed, but I wanted to try sincerely, and achieved it.
This is an awesome idea! I think I might try something like this too
I started learning LWJGL3, and after 2 hours of headaches, I made a white square move with my gamepad.
Working on a little game with some world generation, decided to visualize it as itās processing. The process shown in the video is running around 340x slower than it normally processes at so more than 5 frames of processing is shown.
The generator basically has steps and each step can write to a frame buffer. The first two steps donāt because itās biome selection and rough heightmap generation (thatās the light lines in the black/white heightmap step).
Joined Steamā¦who needs me to vote?
Spent the day integrating bullet physics into my game engine! ^^
It is much faster than my own collision code, and it allows for much more complex scenes to collide with.
However, bulletās āplayerā collision class is retardedly bad. So I wrote a pretty nifty one! It creates a capsule for the player to āinteractā with other rigid bodies in the world. However, I use about 100 rays (casted straight down from the players feet) to find the floor, and I hover the capsule off the ground by a few pixels. This allows me to have my own player movement/friction, but still get the added bonus of interacting with physics. This also easily lets me check for things like stairs; For example, if the player is 16 units tall, and his āstair heightā is 4 units, I begin the ray 4 units above the players feet (cast them straight down). After I cast all the rays, I subtract 4 from from each ray. Any ray with a distance < 0 is a stair, anything greater than 0 is a floor Iām falling on!
There were a few gotchaās that I had to code though; I have to manually check for moving rigid bodies underneath the player, and move him with them. This isnāt too hard, since the ray callback class can return a specific rigid body. I also have to code my own slope movement, but this is for the better, since using bullet to simulate āslidingā down a slope looks quit choppy.
All in all, this was definately the right move ^^
Last night finally finished and published my first game. Feels good to complete something end to end. Made a post in the Android showcase:http://www.java-gaming.org/topics/iconified/37365/view.html
Do you remember my post from about ten days ago, in which I had a gif showing a poorly animated character?
Some of you advised me to use a software such as Spine or Spriter to make the bone animation.
However, none of these fitted what I wanted ā too little flexibility, not the portability I was looking for, and of course really too damn complicated for me to get the hang of and use for such a simple thing as to animate a walking/running character.
So today I decided to create my own skeletal animating engine I wouldnāt talk about a software because it has very little GUI; plus Iāve made it for the sole purpose of animating my character (using my custom OpenGL rendering methods) ā but I believe itās good enough for what I want.
Tomorrow Iāll try and animate my character walking/running in one direction (probably East cos I already have the textures), and if that works Iāll send a nice gif here
(Note that I said Iād do that tomorrow, mainly because I havenāt supported a save format so once I validate my animation script I canāt go back to editting it, so Iāll only begin animating when I have enough time to finish animating as well ::))
J0
Finally got a working prototype of my game editor. Itās based of Unity but for LWJGL & Java2D and will have hooks into LWJGL game engines soon. It also allows you to dynamically drag in assets into the game such as models, trigger zones, etc (screenshots will be up soon)
Hi lads!
So today I spent about four hours trying to get the hang of my skeletal animation engine (please refer to my last post above), then I finally managed to make a decent running animation (towards East); after that it was quite simple to make the West animation (I just flipped the resource pictures, some X coords and played a bit with other coords then it was it).
Iām actually really happy with these animations, I quickly implemented them in my game and I think it really fits the watercolour graphics
The East animation (gif should be pretty light):
(for some reason this gif looks slightly slowed down, either blame the upload site or the recording software)
Iām not taking extra space here to show the West animation 'cos itās basically the same. However, Iāll be happy to upload a gif showing all eight directions when Iāll be finished (hopefully in about three or four days).
J0
Wrote a basic 3D sound system for my engine. It allows me to create a source (speaker) and play multiple sounds through it. If I update the speaker, all the sounds playing in the speaker will also update (position, velocity, direction, looping).
AudioSource source = new AudioSource();
source.position.set(10, 0, 0);
source.update();
SilenceEngine.audio.scene.play(mySound1, source);
SilenceEngine.audio.scene.play(mySound2, source);
And this simply works. If I now change the source position and update them, immediately the sounds too change their position (since they are playing from the same source).
It took me a few months, but I finally decided to sit down and try my luck at R-trees again. I managed to get basic insertion/split logic working at last.
Thereās currently a lot of overlap (I think Iām using quadratic splitting right now? o_O), so Iām gonna try my luck at implementing R*-insertion and possibly try my luck on some refining tomorrow.
Great effort
Two glitches I noticed:
- The character looks squeezed during the animation - add a little bit more of head movement in the y-direction
- The joints get disconnected (torso to arm, hip to leg, knee) during the animation. So check if your skeleton is really connected.
Also see (but you probably already have):
https://www.google.com/search?q=run+cycle+animation&tbm=isch
https://www.google.com/search?q=skeletal+animation+principle&tbm=isch
for visual reference
Keep up the good work!
Hey Cylab, thanks!
Whoops, youāre right, Iāll correct that this afternoon!
The thing is, I used a custom skeletal animating engine because bored : So it gets glitchy somehow and disconnects bones by a few pixels ;D But trust me on that, itās a LOT less noticeable when the animation is at normal speed (as I said, the gif I posted was in slo-mo for some reason), and when the character is actually inserted onto a moving background :point:
J0
Refactoring refactoring refactoring
But Iām happy with it because I almost reached a state that Iām really happy again with my code! (To be mentioned: some of the code was untouched for at least 4 years)
In my great ToDo list are still hundreds and hundreds of entries but the short āto be done before first official public showcaseā shrank down to just 3.5 points ;D
Also, I re-read all of my ToDo and Idea files again and this highly motivated me since I had some pretty neat ideas back then too 8)