TACStrike: week of March 2nd - 8th

Published on Monday, 09 March 2015 07:09
Written by snake5

Technical week this time. Lighting, physics and a bit of animation. Didn't do as much since it required more brainpower to think things through.

03/02: added (static) spotlight entities

03-02--2359-spotlights

03/03: implemented additive animation...

03-03--2133-absanim

...and tested it by separating upper/lower body rotation

03-03--2359-animupgrade

03/04: implemented hidden surface removal using CSG techniques

03-04--2359-csgmap

03/05: started working on ragdoll/hitbox generator, things are moving forward a bit slowly

03/06: restored support for dynamic lights (point lights and spotlights), without shadows:

03-06--2242-spotlight

03/07: added spotlight shadows...

03-07--0839-spotshadow

...and finished work on the first version of ragdoll/hitbox generator later

03-07--2322-rdgen

03/08: started working on game physics

03/09: finished work on core physics (static level parts and basic rigid bodies):

03-09--0854-basicphysics

03-09--0855-basicphysics2

 

Things went the way they did this week because of hard decisions that I'd been constantly underthinking, rethinking and all the other kinds of thinking. Only at this point it makes some sense:

  • Currently using Bullet for physics. Going to use it for more or less everything to simplify things.
  • Character will only be able to move on one level, so it will always be on the ground as detected by a raycast.
  • Wall density for bullets will be determined by normals of raycasted surfaces or raycasts from the opposite direction (convex objects).
  • Density is required to allow bullets to pass through thin objects, including corners of walls. They should lose a significant amount of power in the process.
  • Hitboxes for characters can be generated by the ragdoll generator.
  • I may need radiosity and HDR lightmapping in the game.

In the near future I'm planning to do some gameplay work. I should finally complete animations of all kinds and start working on interactive things, level scripting, HUD. A large part of the technical stuff has already been done, more or less.

If you think I can keep up the development, and if you're interested in what's going to be made here, please visit the Steam Greenlight page and vote for the game. It would mean a lot to me.

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