Colony Simulation

Lovely penis work by the way <3

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Did you do the same thing as I to make it work?

I’m not sure.

Perhaps @themiddleman can provide more details as to the actual steps he took to make it work. But, like I said, we are now using the Monkanim branch (GitHub - Nehon/monkanim) or rather relevant pieces of it.

It’s not feature complete, but … we’re trying it out to see whether it’s complete enough to use in production for our use case. Seems good so far. We’re next going to be testing morph target animations aka. blend shapes. If that turns out ok then we should have a working 3D pipeline which can handle our specific needs.

I find it gloomy that monkanim wasn’t updated for over a year :confused: Modern engines must support animation blending. I just hope that one @nehon will find the productivity and time to finish it, as I think it would be a magnificent asset for jme3. Personally, I would totally use the new animation system.

Do you mean for @Pilvinen’s assets or for my skeleton? I can’t seen his video.

image

You like that? ( ͡° ͜ʖ ͡°)

I lack time for my project, as I spend a lot of my time in school and that I have a lot of financial problems : I need to find contracts or a part time programming job (I have a college computer sciences degree) but I fail to do so. Anyway, I don’t know how school nor my life will turn out, for now as money is a big problem.

@Pilvinen’s asset but now that you mention it. You too have a gorgeous penis! You can’t say that too often to people, shame…

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It’s in the master branch though

So it’s not a work in progress anymore or the main features are complete but there’s still things to improve?

that ^

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Noice. Then, I’ll need to remember this thread for when I’ll implement animations to know where is the documentation about the new animation system.

I have migrated and archived the project from Bitbucket onto GitHub.

Here are the repositories :

Consider the repositories, when applicable (i.e. exclude my jME3 fork), Do What The Fuck You Want To Public License (WTFPL).

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I found the specific commit for this : Added the sort (insertion sort) method to the AnimControl · benoit-dubreuil/colony-simulation-jmonkey-engine@9ccc266 · GitHub

Also, here is the code for the animation and bone conventions : https://github.com/benoit-dubreuil/colony-simulation-game-library/tree/feature/voxel-lighting/src/main/java/com/cheesygames/colonysimulation/animation

Here is the asset enum generator : https://github.com/benoit-dubreuil/colony-simulation-assets/tree/master/src/generator/java/com/cheesygames/colonysimulation/assets/generator

Here are generated asset enums : https://github.com/benoit-dubreuil/colony-simulation-assets/tree/master/src/generated/java/com/cheesygames/colonysimulation/assets

Here is the LibGDX AI behavior tree importer : https://github.com/benoit-dubreuil/colony-simulation-game-library/tree/feature/voxel-lighting/src/main/java/com/cheesygames/colonysimulation/asset/loader/behaviortree