Not as beefy as the designers intended...? |
Which, whilst bad, isn't as awful as my first attempt:
Aforementioned first attempt. Don't laugh... |
Whilst it was looking almost humanoid, clearly something wasn't quite right. Since an unfortunate number of points were getting crushed towards the centre, and the head was the worst-affected, I thought it might be due to my rotation code. After disabling that and changing the direction in which the model is "wound" (clockwise vs anti-clockwise winding of points on the faces), I had the following:
Ugly but better... |
Finally realising a couple of pathetically silly mistakes (the transformed points being in the order w,x,y,z but instead using w, x,y and throwing away the z component, explaining the x-crushing, and doing the multiplications in reverse order), I was able to get the following:
Success... |
I've also changed how lighting attenuation functions - now, an artist can define how lights fall off with distance. The next thing on the list is physics - I've had some basic motion working in the engine but it's still very, very broken at the moment.
Progress list:
Still not started ,or architected terribly and completely broken
- Physics/game logic/scene management/trees
- Shadowing
- Skybox and Water shaders.
- HUD
- Environment mapping
Partially broken or significant work needed:
- Audio, particularly spatial and streaming
- Speed of lighting, especially stencilling ops - avoid them using FragCoord, minimise calculations wherever possible.
- Skeleton interpolation
- Intersection
- Resource/update/download/network management
To improve:
- Antialiasing
- Time manager
- Light equation/materials/BDRF used
- Input and key binding (ties in with game logic)
To touch up:
- Model Format/Optimisation
Of those, gameplay, physics, skeleton and sound are all that still need work before the game is playable for development purposes. If people are willing to play audio-less with a ball for a character, it's almost playable right now - as soon as I sort the physics problems I've been having, I'll have a controllable ball interacting with the world.
Charlie
Charlie
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