Weekly (?!) Update 01.08.2015

edited January 2015 in Weekly Updates
Happy New Year!

It has been a while since the last update, I know. As I may have mentioned prior, aside from the holidays, I have been just trying to get something interesting to show, which is hard when the majority of my work the past few weeks has been on relatively boring back-end stuff.

Here is a video - sorry I was tired when I made it!



Since the last video update, we have:

- Walking around, with collision and auto-climbing/descent of stairs/hills (the power of technology!!!)
- Camera that follows the character, orients itself in your travel direction, and more
- Saving and loading of character poses
- Rendered (fully voxel-based / procedural) character has replaced the placeholder box object.
- Ability to assign materials to each character limb, or other objects
- Material editor has been migrated from the web client. For those who have not seen it, the web client looked like this. The web client had many problems, including performance (slowing down the main client), inability to effectively manage data over a websocket, requiring a web server to run (i.e. a localhost), being generally unwieldy, and more.
- Much more advanced GUI features, data binding, and data serialization. The GUI now supports multiple features to keep everything DRY (Don't Repeat Yourself), keep data and presentation separate, and more. This is important because many times it is not a 1:1 mapping of data to UI - for example the color picker has 6+ components which map to only 3 data values.
- Several more optimizations, in particular some UI optimizations that make it load faster and make it more responsive.
- Many more small fixes and improvements.

In the coming week I am going to work on inventory management, picking up items and dropping them, and rendering additional NPCs and making them walk around.

As usual feel free to ask me anything.

Bonus screenshots (just some interesting rock formations):
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Comments

  • Looking good Gavan! Keep it up.

    On a side note, I am creating a drinking game where everyone drinks every time you say "ummm" in your videos. ;-)
  • @Zanteogo
    Don't do that, everyone needs to be alive by the time VQ releases :stuck_out_tongue_winking_eye:
  • And I love the hills in the second screenshot. Is that new terrain generation, or has it always been there and you've just showed us the flatlands so far?
  • Zanteogo said:

    Looking good Gavan! Keep it up.

    On a side note, I am creating a drinking game where everyone drinks every time you say "ummm" in your videos. ;-)

    Ummm....cool? :)

  • And I love the hills in the second screenshot. Is that new terrain generation, or has it always been there and you've just showed us the flatlands so far?

    Same terrain, just modified the resolution of the underlying volume for macrovoxels (one variable).

  • edited January 2015
    Saw the video. These are some good updates!

    To fix the camera going into terrain which looks choppy. I remember a good wc3 project that actually had camera based on angle/terrain height and even fixed itself when you were underneath trees etc. You can get formulas and some programming code(though it's wc3's ugly vJASS) for achieving such a camera from here: http://www.wc3c.net/showthread.php?t=104786 It won't be a 1 to 1 translation most likely, but it shouldn't be too bad as a reference since the ugly vJASS at least resembles a normal programming language. To see the code on the webpage you just need to click the little plus signs like the one next to "ThirdPersonCam:".

    A lot of it is just finding offsets in the terrain and finding the height of said offsets.

    Wc3 did have some weird things that are somewhat extra that needed to be done to manage height of certain things like placing a doodad under things to change heights, so the code may vary a bit from the implementation, but it may be worth looking through it to extract formulas.

    The character movement is fine, and the animation states are good. I think in many cases people do use finite state machines for throwing together lots of animations together as they can be played in reverse or forward or with some other variations but they are generally the same few routine animation sequences.

    The networking part of what I've been working on is finally getting somewhere cause I am doing a bit more reading on different things like websockets, hopefully in a few days it will sound a bit more solid though. I've had to correct lots of things cause I am learning a lot of new things while also trying to select things that should work decently, and that often changes as I find newer information/ideas.

  • Switch33 said:

    Saw the video. These are some good updates!

    To fix the camera going into terrain which looks choppy. I remember a good wc3 project that actually had camera based on angle/terrain height and even fixed itself when you were underneath trees etc....

    Yeah pretty easy to fix at least some basic collision there. One potential idea that is not too expensive is just to cast a ray from the character to the camera, and stop marching along it once an object is hit. If it is too close, perhaps try marching towards an alternate position (some games just flip the camera direction when you are against a wall, IIRC).
  • Thanks for the update! I wait for every update and I have never have been disappointed/demotivated, that's good!
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