Well… it’s a project we started long ago with @pspeed, and I add features on it here and there… little by little. I won’t release it, because I won’t have time to support it for users. My hands are quite full with the engine itself.
Also there are nice alternatives:
While i generated 100 terrain tiles to counter check if my calculated weights for the heightbased shader are corret. I saw this nice mountain with clouds and snow. Puh i’m getting closer to a satisfying state.
I don’t know how many hours (days?) I spent wandering around Mythruna just looking at cool things it generated. Time I could have spent developing. lol
Using a ghost object as a perception bubble so that my steering driver might be able to steer around nearby contacts:
The idea being that contacts can be directly delivered to the driver (in this case a steering driver) and it can use that to make decisions (in this case obstacle avoidance influencing).
The same basic mechanism delivers contacts for the regular capsule also so even player-controlled objects might use it for detecting a ladder, etc…
in sim-eth-es terms what would be most efficient way to detect driver controlled missile (does not need constant update from client) has collide with “ship” if the “ship” has capsule or box shape
Well actually I find the most difficult part while sculpting is more the hard edges on the shell, it’s hard to get them perfectly straight and not jagged. Organic parts are quite ok.
I’ve finally made the finishing touches on the Ice Storm spell I’ve been sharing screenshots of lately while I was working on setting up a decal system. I cleaned up a lot of the transitioning and I also got around to adding the first few sound effects to my game.
Awesome work! May I suggest to add some details to the “foot” part of the middle leg? Somehow, it feels unfinished to me. It doesn’t have a claw nor nail nor walking signs…
It’s a suction cup so that it can stick to the ceiling waiting to drop on the head of people who think that their legs are unfinished and eat their brain.
Another remark maybe?
Actually the first was Android footage, the second is a Windows run. It’s so much quicker to debug that way. I have issues with paths between operating systems, but it’s not a huge issue. I generally run it on Android at least once every other day to keep an eye on things, and also play with it to find stuff to do.
I’m still learning how Android works and its behaviours. Bullet is an instant frame killer but it tends to be linear if you’re frugal. I’m mainly enjoying the test of being efficient tbh.
I am also testing on a 2013 LG GPad 8.3 - not a great spec but again educational.