Devlog. Procedural Animations #1 -- unconstrained inverse kinematics

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  • Опубликовано: 28 сен 2024

Комментарии • 2

  • @kazooo.
    @kazooo. Год назад

    Nice arm lmao

  • @GeatMasta
    @GeatMasta  Год назад

    I tried updating with a community post it didn't get may views so here it is agian:
    Info about gender system:
    States for the gamete production: none, exists, receptor active, receptor dead.
    So for example a clown fish norn would start out as:
    sperm: active
    egg: exists
    and if there were only females some of the males would change to:
    sperm: dead
    egg: active
    This also means that a mr seahorse norn doesn't get his own gender, eggs are just transferred to him in script.
    This is supported by the chromosome system where XY pair and ZW pair but these pairs don't do crossover, so each gender can get their own genes, but the chromosome names don't inform what gender the creature is.
    Since the last update:
    Added owners kit photos + photos of objects outside world like in the creator screen.
    Added ability to convert these photos to icons (for muco, eggs will have pattern of creature that will be born!)
    Added creature metadata (name, description, life event system etc)
    Added minimap system so things like the bridge maps can be made for all metarooms not just built-ins.
    Improved camera exposure auto-adjust.
    Added support for ladders, debugged a bunch of problems in the animations. (this took too long but apparently lots of games have problems with them)
    Added support for game controllers; this was necessary because emulating an analogue stick based on WASD is a lot easier to work with in script. (multiple controllers supported)
    Improvements to JSON handling (networking stuff)
    Improvements to inter-agent communication (easy but not obvious kinda stuff)
    Improved framerate on intel built in graphics from 30 to 48 FPS. On my NVIDIA 3050 its around 600-800 FPS
    Preliminary work on language learning (having an issue where different languages have different word orders that should effect norn output), animation improvements, and multiplayer
    Tons of bug fixes, as always!
    Currently adding functionality to the first metaroom in the game the tutorial area. I wanted to have another gameplay demo test by the end of last month but i missed that deadline.
    The current thing being worked on is procedural animations, I'm unsure how advanced these will be at this stage, I tried using a library at first (pinocchio) and after taking 2 weeks to get it working at all i found that it just used too much CPU to work in game. So started making my own implementation with the FABRIK algorithm and thats been going a lot faster.
    I'm unsure how to get from here to norn gaits though. Creature biology is more a mass spring system, which is easy enough (probably), but how to do mass springs and IK at the same time? i don't know.