I’ve been having WAY too much fun with Maud, my animation editior.
I just uploaded a 15-minute demo video, in which I teach a guy to drink and dance (animation retargeting). I also cause Sinbad to taunt you like a monkey.
I still need alpha testers for Maud. I’ll upload a new release today or tomorrow and would welcome any constructive feedback on it. Watch for the forum announcement, then “take 'er for a spin”!
@sgold Neat I’ll test it out when you do, though I only got gun turrets to try it out on.
Made another model:
Comparing it to reference images it looks like the hull is a bit too long. Guess the chinese guy designing the model eyeballed the length hah. Or based it on that unique 30m extended Seawolf.
Some call it Outside. It’s been in development for the last 14 billion years or so, which is just about the right amount of time to get such a good physics engine it has working mostly without bugs.
Not to mention the superb rendering VR PBR pipeline, which is optimized enough to draw even the most complex scenes at a few thousand fps on literally any hardware.
It’s essentially a fully voxel-based engine that doesn’t even use meshes but renders the voxels directly to pixels - which is enabled by having very small individual voxels. The chunking is unusually large however, which may lead to some bottlenecks when doing large open worlds.
While there are a few mesh-to-voxel plugins in beta development by the community, they still aren’t quite there yet. I’ll rather wait for a full release.
The core development team isn’t really working on the engine anymore though, so it’s pretty much closed source abandonware.
P. S. If you’re gonna do anything with quickly rotating stuff, note that there’s an animation bug that still hasn’t been fixed.
August was way too busy so I got delayed working on my asteroid stuff. Plus I had to attack the problem in a number of different ways which finally resulted in a nice pleasing distribution of vertices using Catmull Rom Interpolation.
Here it is before randomization:
And here it is after randomization of the control points:
So while the above looks pretty darned good but sometimes the randomization of the points results in… well… fins and spikes.
I plan on working on some constraints on the randomization to handle this. Tomorrow I hope to stitch this point cloud together so it’s a little more solid.
Made some progress with my multiplayer space shooter, I added a clock, score and the current active weapon on my HUD. The radar (those coloured triangles) I like best as it is a great help in battle
We were too lazy to give us proper names, so we all are Zed
So after some tinkering (seriously I just went from multiplying a normal by a random float value to just straight up adding it) I got rid of the pointy bits and fins. I also got to stitching the points together nicely.
During this I was having fun trying to calculate normals. Which didn’t go too well initially.
Then after a bunch more work I fixed all that annnnnd tah dah!
Next up is implementing LOD then placing all the asteroids via a noise function etc. I’m putting off procedural texturing for a bit. Want to get more into game play stuff for a bit.
It’s good idea, but bad result. When the cam are rotating around the car, shadow come to the part of car where cam is looking.
Edit: I personally like it without shadows now.
WIP Screenshot