![]() ![]() Example of all 3 methods to define animations are inside castle_game_engine/examples/resource_animations/ in sources. Description how it works is inside DRAFT.modeling_tutorial.txt for now. You can load animation from kanim, or from multiple VRML/X3D files (one VRML/X3D for each animation), or from a single VRML/X3D file (in which case the file will have to contain different TimeSensor to activate each animation). New methods to define creature/items (all resources) animations are available.not everything is tested there yet, but it all should be doable now, so go wild :). The default implementation chooses the central player as the enemy (if the player is not dead yet), but you can override it to implement something more sophisticated (like creature vs creature fighting, teams etc. Creature enemy is now configurable by overriding TWalkAttackCreature.Enemy method.Only level and items were modeled by Michalis from scratch. Details what is from where are inside AUTHORS.txt files in sources. Various game data (knight, textures, sounds) are from, countless thanks go to it's many contributors. We have level, creatures, items (medkit and weapon), inventory, player can be hurt and die, player can shoot and kill the creatures, bump mapping, move limit, sectors/waypoints (for AI), buttons, notifications, custom viewport, sounds, sky, water, footsteps and a lot of comments. It is a simple demo, with a lot of comments in code, of a fully-working FPS game. New very important example program is available in engine source code: fps_game. BTW, I got into habit of posting a little smaller (and more frequent) notes about engine development on our Google+ page, so you're welcome to follow us there. Below is a list of new SVN features (implemented since last news, mostly within the last 3 weeks).Įngine 4.0.0 release is almost ready, what remains is finishing the new tutorials. ![]() Many final improvements done to the engine, to make the next 4.0.0 release really polished for developers. Development: engine 4.0.0 release in a few days, many improvements this month January 17, 2013 ![]()
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