Blender Open Game Development Project-Wrectified


(BluePrintRandom) #3681


update: some work on the arms


(BluePrintRandom) #3682

World Canvas brush settings are in :smiley:

edit:

updates
todays progress so far


(BluePrintRandom) #3683

ok, was trying to use armature+ bones to make roads but setting bone rotation and update() does not appear to work

so this uses libNew() to make road tiles and then aligns the back vertex with the front vertex of the last segment created

in game I am thinking you will be able to edit/ extend roads and adjust them using a sort of spline.

road tiles will be marked free and reused just like world tiles I think so there is never over x road instances.


edit:

Road generation using spline is working!

next up is change segment to T and change segment to 4way and continue new road from end of old road etc.


(RC12) #3684

This is awesome!


(BluePrintRandom) #3685

Thanks!

quick recap

tiles are stored like this

worldTiles = { (tile.x,tile.y):[[vertexData],items,roadTiles] }

vertexData = { (index):[index,vertex.xyz.z, color,normals] }

from knowing the tile we clicked

[-1,+1][0,+1][+1,+1]
[-1 ,0 ][hitTile][+1,0]
[-1,-1][0,- 1][+1 , -1]

we can access it’s neighbors in the grid!!


(BluePrintRandom) #3686

recap video


(BluePrintRandom) #3687

I think I have an idea on how to pathfind in a fully dynamic 2d environment.

it’s similar to the way I fill tiles by generating them or retrieving them but for path finding across n tiles

one bonus is it will just use vertex overlap dictionary with slight modifications


(BluePrintRandom) #3688

got it!

now to use deque to make it O(1) instead of O(N) in my graph building stage


(BluePrintRandom) #3689

trying to implement a JPS search now using youles work + my grid checkout thing


(BluePrintRandom) #3690

(BluePrintRandom) #3691

ok many improvements overall to code speed (replaced many lists with tuples)

also made a system to create a image to pass into a external app to do pathfinding later,
(to increase amount of possible agents, path finding size etc)

cleaned up a few minor bugs,

looking at - https://github.com/fgenesis/jps/blob/master/JPS.h to try and implement a JPS in C++ and then add py bindings later.


(BluePrintRandom) #3692

Move rot / game object is in


(BluePrintRandom) #3693

Some more infrastructure work


(BluePrintRandom) #3694


enemy / neutral / friendly light robot

edit:
update -

No data loss :3

so when a object is created it saves the data about the object on the tile on which it spawned

when a object is edited it updates this data,

when a tile is unloaded, it also updates the data,

when you quit all loaded tiles objects are updated before the tile is unloaded.

so we have persistence of

  1. terrain sculpting and vertex color paint
  2. placed objects their properties
  3. road objects

Next up is object color as a special obj prop, so if you change it, it updates and saves.


(BluePrintRandom) #3695


model vs concept so far


(Representative) #3696

Plus 1 from me too. I could spend days from page 1 of this thread to the last.


(BluePrintRandom) #3697

Thanks!!

Grid snap switch is in

edit:


(BluePrintRandom) #3698

edit:

Using grid snap +world canvas + 1x1 bu objects to make a world

minor bugs = edit mode needs it’s own ui options and display (like obj .xyz etc)

when in edit mode painting controls will be disabled


(BluePrintRandom) #3699

Ok today I…

split up states

  1. Edit mode = choose new object to manipulate is it’s own state (soon the gimble itself won’t appear unless you are in this state)
  2. place mode = now placing objects is a discrete ui state that can later have options
  3. delete mode = looks up objects entry on world tile to spawn it, and removes entry and deletes object, ‘purging’ the reference.

video coming soon.
edit:

edit2:


(BluePrintRandom) #3700


http://button.indiedb.com/popularity/medium/games/37336.png

indie db popularity status