#enginedev — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #enginedev, aggregated by home.social.
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https://mastodon.gamedev.place/@archo/117073673325587159
so with this it seems I've reached feature parity in terms of engine features
though not design/editor features compared to e.g. blender - the animation editor doesn't support IK (which would also require rotation sampling and subsequent curve optimization)
idk if I'll bother considering that I want my touchpoint anims to be predominantly (if not completely) procedural anyway for level design adaptability
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The GUI "API" is fine enough I can do *this*!
The choppy framerate is Windows's another screen capture feature that doesn't work as well as the Game DVR, I assure you it's smooth as butter.
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first human animation made using the animation editor
there are still bugs but I finally figured out what rotation format should be used
also figuring out design principles that work with the QLIF splines, particularly in terms of rotation (due to the weird broken up curves)
namely, keypoints should be at locations where either velocity or acceleration is ~0, then plausible tangents should be chosen, then transition points are added to cover discontinuities
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the more I think about materials, the more it feels like they shouldn't be either a one-per-file thing (like unity/unreal) or an embedded object thing (like godot)
instead there should be a big database-like pile/table (or several - one per package) where it's cheap to do all sorts of operations on them without having to do a complex file system scan
tho I haven't figured out the whole thing yet
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implemented autogenerated materials but ran into an issue
the materials also store the aspect ratio used for generating UVs
when they were generated at asset processing time, this aspect ratio was transferred during the generation step
now the generated materials are being set up prior to the textures being loaded
sometimes material data is even loaded without the textures (though usually the textures are still loaded by something else)
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thinking about trying to use single-texture autogenerated materials in the engine
not that materials are some huge bottleneck to design but they still seem to get in the way quite a lot
and when several different variations are needed depending on the circumstances (at least opaque + alpha cutout + decal), pregenerating all of them no longer seems like a reasonable option
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created a terrain test
the result mostly seems fine, except for the weird overlap in the middle
turned out that the convex polygon check wasn't detecting 180 degree turns
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moved to triangle check (#verts <= 3) for determining the validity of the initially generated areas as the old angle check was failing
this required fixing issues with link generation so that it's much closer to 100% correct
- issue 1: forgot to check vertical overlap in parallel-intersect cases
- issue 2: midpoint checks too strict (this one might return later, should rethink it)also fixed my flood fill code to find all connected areas, as it was generating duplicates
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added a 135 degree corner link merge
(first image = new/after)
it results in links being created that are rotated in 22.5 degree increments
it also apparently results in a more simple navmesh -
finally the spiral platform navmesh builds correctly
had a bug with some link intersections not being detected
also had a bug with the traversable link check not checking correctly whether the reached endpoint is on the same level (elevation) as the desired endpoint
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was using only a slope angle check for adjacency data, which was favoring diagonals
now also added a step height check
not entirely sure what's the best approach here but this works for now; can revisit later -
created a spiral platform test
it rasterizes and detects features seemingly correctly but the edge connecting step is currently broken here for some reason -
started testing overlapping platforms
untraversable links were being createdadded a traversal to check if the link is walkable (https://www.cse.yorku.ca/~amana/research/grid.pdf but with known adjacent tile selection instead of stepX/stepY)
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reenabled area finding code (link walking on either side) and joined areas across redundant links
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removed the garbage links
fixed a missing edge link -
added a type to each link
adding more connections between points
the result is similar to triangulation -
filtering of inner links
merging of straight link chains (ported some old code) -
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looking for elevation corners
(H/V only for now, could do diagonal later) -
finding adjacent tiles and edge tiles
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rebuilding nav mesh building code, this time with full 3D support
this is step 1 (raycast + space checks -> multilevel heightmap)
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so this is where the "spline" part of the "spline mesh" finally appears
every edge can be turned into a cubic spline
there's still a bunch of things that don't work yet (e.g. tangent visualization and editing, spline-aware edge picking and face previews)
but at least the intermediate positions are being generated, the spline edges are rendered correctly and they also appear in the exported polygons
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making some progress with rig processing
- added conditional tagging
for now there's only face count for vertices/edges and part count for faces, so it's possible to find outlines and inner vertices/edges- added conversion to polygons/polylines
from there it's possible to make fill/edge meshes etc. from thatcould in theory add materials and other metadata to the rig directly but idk, will try to make upgrades as I proceed and see what's needed/helpful
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created some extrusion code
the basic mesh transform (outline finding + vertex/edge duplication + face-vertex/face-edge redistribution + bridge faces) turned out much easier than expected
but making the full thing would probably require upgrading the transform gizmo
just need to do missing editing features (element tags, grid, selection modes) and element extraction and it'll be ~enough for editing procedural modeling rigs
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finally developed enough features that I could finish skinning the test character at a base level (without finger or face bones)
also ended up not needing undo so far 🤷
the weird thing about developing a reasonably efficient tool is that suddenly the work ends up taking like a few hours total and you wonder if spending several weeks on the tool was worth the effort
hopefully I'll be able to cash in at scale (after skinning a bunch of characters, together with iterations)
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noticed a really weird issue with dual quaternion skinning
at the end of the day, all skinning is a nasty approximation
(though in this case linear blending looks a lot less weird, even if still unnaturally stretchy)
I wish there was a better option that didn't involve lots of work (cloth simulation + overbuilding the character for it)
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the slowest part in all this seems to be the process of figuring out what is it exactly that I want to make:
- dogfooding
- noticing problems
- coming up with several solutions
- coming up with their costs and effectiveness without actually making them
- picking the optimal combinationthere's a lot of fancy 3D view selection/editing things that I'd like to make but they seem to cost far more and thus I could only justify them if I have seen somewhere that they worked best
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did a lot of tiny things but also
1️⃣ removed *shared* bone weight shapes (ones used for all skins)
reason: it would be more difficult to fit most of them to 2+ skins than I initially thought
2️⃣ made weight shape transforms absolute (used to be bone-relative)
reason: allows moving the bone pivot without moving the shapes
reason for both: now all skins are self-sufficient and could be moved into separate files to prevent shared changes from rebuilding all associated files
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back to working on the mesh skin set editor - a second pass to support more cases
- made the test view functional (as in, finally allow pose changing)
- added the missing weight shape visualizationsyet to figure out how to design the weight shapes for optimal weights (spine seems to be especially complicated... but I have an idea)
self-intersecting meshes could be a challenge but flood fill might solve it (the test model has teeth, can test later)
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been working on a "spline mesh" for some time (a tiny bit at a time) and finally have something to show
the data structure has been seemingly figured out now and there are a few basic actions available
it's not yet enough to design anything but could be eventually
the goal is to build control rigs for things like this and more: https://mastodon.gamedev.place/@archo/115384498813589175
eventually it should be possible to turn edges into splines and extract faces as polygons