Game development career thread:

Kharzette

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Shonzo, my fave model creator, kindly showed me how to set up twist bones:



Hopefully the timestamp works.
 

Kharzette

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This is a really neat video on collision detection of convex shapes. I've always used geometric solutions, but definitely going to try this for capsule/sphere/box in motion.

 
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Kharzette

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I frogot about GDC! Here's the awards stuff. Usually there's some interesting indie games in there. I expect BG3 to dominate in the choice awards later.

 
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Kharzette

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Final round! If digging or tunnels wins I'm in trouble.
screen14.jpg


For tunnels I'd have to beat my bsp stuff into shape. For digging I'd have to hammer my quadtree stuff into octree stuff and fix all the collision that assumes convex in Y.
 

Kharzette

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It is summoning! Fantastic theme. I blew an entire day on my main character. Loooooooooots of problems with the new blender.

All I have is a character running around so far.

 
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Kharzette

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Great vid on quaternions. First half you probably know, but this was the first good info I've found on dual quaternions.

 

Kharzette

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Some concepts I've been making to heat my room on cold nights, some bits are slightly nsfw, some cartoony boobage for the succubus character (and the hookers):

 
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Kharzette

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Great video on appealing characters. I watched the anime in question and totally fell in love with both of the main characters. Breaks down the design elements and why they are appealing:

 

Kharzette

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So last Ludum I got into alot of assgoblinry rebooting between windows and linux to set up characters. The trouble was my collada conversion stuff is written in dotnet with winforms and won't run properly on linux. This is the stuff that gets a model out of blender and into the game.

I had on my last linux distro gotten it to work barely through steam, but I couldn't get it going on Arch, so I decided to split out the GUI bits of the tools and libs and do a simple command line converter.

Dotnet stuff runs fine on linux if you don't have winforms attached. So with that I needed to redo the gui bits in linux and I looked around for a good library and found this one: Cross-Platform C SDK - NAppGUI

It is really nice! There's no resource editor you just have a layout object and create everything in code. My first attempt doesn't look very good but it is functional:

screen19.jpg


It loads .Character and .AnimLib that are spat out from the command line tools, then you can set up materials how you want them.

I still need to do collision editing. The C# tool has a full editor for doing capsules around each bone with adjustable radius / length. That's going to be tricksy because the library doesn't have a treeview.

But for now I can at least make characters without booting into windows as long as I don't need location specific collision.