You want to add a fancy character to your game?
You do not know where to apply the logic?
Your character levitates in air or drops halfway through the ground?
Great resource - I’ve got some reading to do!
It’s crazy, when they’re near I get 6FPS, when they’re not so close I get 60, I never knew it makes that much of a difference, thanks Monster!
You seem to prepare the path for us all to follow, which is appreciated and does help a lot.
It seems that Doctor Professor Monster eats documentation for breakfast.
That means it is a perfect example for a character LOD (level-of-detail).
The High-Detailed version of the character is the one with the helmet.
Initial I wanted to have a BGE version of ManCandy as it is GPL and well setup. It is slightly modified to run in the BGE. With all the bones it is really really inefficient. It is not recommended to have more than one of them in the screen. Theoretically it could do facial expressions. But I did not verified that.
The Medium-Detailed version a armature has far less bones. It runes quite fast but lags the animation techniques. interestingly this armature can reuse the actions of the high-detailed armature except for the legs.
The Low-Detailed version uses the same armature as the medium version. Rather than a skin mesh it uses solid objects parented to bones.
Both the medium and low detailed versions are running quite fast. I can imagine there can be versions with much less details (less bones, no armature). That could help to animate a crowd. The speed difference between high and low detailed Characters are quite good visible.
But this was not the point. the point was to give an example to see a complete character setup. As a gimick you can see that you can replace parts of a character.
BTW. The character does not have a complex behavior. It just walks to an object that places itself randomly in the scene on touching.
Monster, how about moving the character correctly? Like not using dloc but linear velocity? I’ve been having some minor problems with physics myself.
“The Medium-Detailed version a armature has far less bones. It runes quite fast but lags the animation techniques. interestingly this armature can reuse the actions of the high-detailed armature except for the legs.”
i want something like this,but using the same armature for different LOD.
PS: i take one year to understand what there write in the script (only half script… a bit of PEP…? )
fortunately the PDF is instead very well done , and help me a bit also for read the script
interssing the varius obj to subdivide task , sound , LOD etc…
Yes, the concept of separating and delegating tasks helps a lot to design and implement the game logic.
You can focus on one simple task rather than fiddle around with one big and complex one (top-down).
gotta read this. I’m moving from simple actuators to python controlled movement, and suddendly my main character won’t stop walking and falls from the side of the platform.
This is up to you.
Even if this answer might not help - use whatever fits best your situation. Regarding the architecture of the character it does not really matter.