Imported some blender models to make sure it doesn’t crap out and apply the same texture to all of them. Seems to be working fine :)
Imported some blender models to make sure it doesn’t crap out and apply the same texture to all of them. Seems to be working fine :)
MD2 Models
Thanks to @alteredq from the THREE.js project adding MD2 (a la Quake engine) models into the project was fairly straight-forward! Surprised to see the animation states so easy to setup :)
…and finally…!
Let there be static meshes! Finally worked out (fingers crossed) the materialIndex problem with the geometry merging, ended up making a global array of unique materials and putting a reference to the material’s index in that array inside the material object, so when it comes time to merge all the static meshes in a chunk into a single mesh with all of their materials I have a nice and easy lookup method.
Also the ‘live’ editing toolset is coming along nicely, added save functionality on both client and server now so some basic world creation can take place when I feel creative.
For what it’s worth, yes I just spun the camera around to spam these boxes, sorry it wasn’t a more artsy test :)
edit: Tested in Chrome 23.0.1271.91m
>:D
First version of the editing mode, with some very buggy brush sizing/intensity :)
Also making a debut is the very rough UI (html/css) elements, the editing settings are controlled via commands typed into the chat to choose between tile painting or heightmap ‘painting’… affected chunks in any operation are added to a list which will later be used to rewrite the chunk objects (not just the mesh) and send them back to the server for saving. Although I havent really finished it there is also support for geometry merging with multiple material meshes per-chunk, assuming my materialIndex rewriter works as it appears to… but the details will come later on in some form or another.
Some fairly ugly quality video of my current project (Three.js client, Node.js server)… Testing the spawning and (rough) sync of entities across all clients, and ofcourse the entities dying when they are supposed to. Also just making sure I didnt break the entity culling distance thingy after all the changes I made :)
Jonathan Blow: Indie Prototyping
Jonathan Blow giving a talk about prototyping at the Independent Games Summit (part of the Independent Games Festival) in 2007.
(Source: youtube.com)
MOBA 0.0.5 - Experimenting with 2D Sprite depth-perception
Just messing around with the player sprites, trying to add a sense of height to the player model while only using flat geometry. The player consists of three PlaneGeometry (Three.js’ name for it) which are logically attached to eachother to maintain a certain distance on the Y-axis — or in my case, away from the camera. In this test the shadow is slightly above zero (ground level), while there is a larger space between the legs and the shadow and the body. This obviously falls apart if the FOV of the camera is too high or the camera is allowed to look around freely, just trying to strike a nice balance between them all to get the desired effect.
Tested in Google Chrome 19.0.1084.52 m.
Four Players
Just making sure there’s no bugs with extra players ;) For the test there are 4 Chrome browsers running the game as normal at 1024x768 60fps, using the browser’s zoom feature to cram all four into a 1024x768 recording region.
It appears the ‘Stats’ module (top left framerate graph) doesnt appreciate being resized, other than that, worked out just as planned.