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# 🎪folly
  • r

    rafaelcastrocouto

    07/10/2022, 5:33 PM
    it looks amazing
  • r

    Ryo Hirayama

    07/11/2022, 4:25 AM
    No chance actually. I had a personal issue.
  • m

    mrDIMAS

    07/11/2022, 1:06 PM
    I'll experiment with ragdolls today, just wanna be sure that it is possible to do in the current state of the editor
  • m

    mrDIMAS

    07/11/2022, 1:06 PM
    Also I'll fix all bugs related to this as I go
  • m

    mrDIMAS

    07/11/2022, 3:21 PM
    Aaand making ragdoll is possible, but only with editor improvements - currently it is very hard to create joints - the editor simply does not visualize them and it takes enormous amount of time to setup a single joint. So I'll fix this first and continue finding and fixing bugs 😄
  • e

    erlend

    07/12/2022, 11:06 AM
    Awesome, thanks for digging in 🙏 It was always meant as an optional stretch-goal, but having it in will make the finished MVP really pop
  • e

    erlend

    07/12/2022, 11:11 AM
    @User are you still looking into the botw shader thing? Does it seem feasible?
  • u

    user

    07/12/2022, 11:27 AM
    Tbh I never really started looking into it, don't know Fyrox nor Godot. But I'll take a look at it now, though don't take my word for it
  • u

    user

    07/12/2022, 12:06 PM
    But it seems pretty possible. There's going to be a lot of properties though
  • u

    user

    07/12/2022, 12:39 PM
    oh well the
    light
    is going to be interesting, I'm not sure how to emulate that with PointShadow or the like
  • u

    user

    07/12/2022, 1:12 PM
    Yeah, I don't know how I should make a light shader with only https://fyrox-book.github.io/fyrox/rendering/shaders.html#predefined-render-passes as options, guess I'd need to create my own render pass. But I'm not familiar enough with rg3d/Fyrox to get that in a reasonable time and I'm not really interested in doing that either, sorry
  • e

    erlend

    07/12/2022, 2:06 PM
    Perfectly fine, thanks a bunch for exploring!
  • m

    mrDIMAS

    07/12/2022, 5:30 PM
    It seems that everybody interested only in graphics, but how about other things? There're plenty of work to do, game is not just graphics 🤷‍♂️
  • e

    erlend

    07/12/2022, 6:00 PM
    Who’s ‘everybody’ in this statement? Graphics has certainly been no more than a minor topic in #987679106172854272
  • m

    mrDIMAS

    07/12/2022, 6:12 PM
    everybody = devs who tried to help, any help is great. The thing is adding toon shading and lighting requires quite a lot of work and it is not very easy, just because one need to learn how the engine works. Just want to point that there are some missing gameplay features, that are much much easier to implement for newcomers.
  • e

    erlend

    07/12/2022, 6:24 PM
    Oh sure, of course. We are just trying out several angles at the same time.
  • e

    erlend

    07/12/2022, 6:25 PM
    What kind of gameplay work is most accessible to newcomers right now?
  • m

    mrDIMAS

    07/12/2022, 6:27 PM
    I think adding scripts for floor spikes and lethal blades are the most easy to implement. Floor spikes is a bit harder than lethal blades, it requires manual animation for spikes.
  • m

    mrDIMAS

    07/12/2022, 6:30 PM
    Also, we probably need checkpoints functionality, checkpoint should respawn actors on it when an actor "dies" and it activated the checkpoint. Cost of any mistake is very high right now and it is a bit annoying to run from beginning after any mistake.
  • m

    mrDIMAS

    07/17/2022, 6:03 PM
    I did some experiments with ragdolls and I created a test one and it works perfectly (especially with rapier 0.14). However now I'm trying to sync rigid bodies of ragdoll with respective bones while actor is not in "falling" state and it seems I'm doing something wrong because when I activate the ragdoll, orientations of the bodies are very off. The most noticeable is that respective rigid body of upper body is twisted around Y axis. Anyways, the good thing is that I fixed shitton of bugs in the engine related to physics and I'm hoping to finish ragdoll on the next week (had some issues with hardware).
  • m

    mrDIMAS

    07/20/2022, 6:29 PM
    I got ragdolls working, but for some reason when I activate it some of the rigid bodies of ragdoll starting to freak out and get some crazy angular velocities and it settle down after any collision. I don't quite understand why it happens, I tried to disable collisions between rigid bodies of joints but it didn't help. It might be related to the fact that I'm moving rigid bodies together with bones while the ragdoll is not enabled and joint solver tries to push bodies back to correct positions giving them some momentum. All rigid bodies in disabled ragdoll are set to be kinematic and I explicitly clear their angular and linear velocities. When I enable the ragdoll I set all bodies back to dynamic. I wonder if there's a way to disable joints while the ragdoll isn't enabled 🤔
  • m

    mrDIMAS

    07/20/2022, 6:47 PM
    Looks like I found the issue, it seems that I incorrectly set collision filtering between ragdoll bodies and actor's capsule. When I ensure that the capsule does not intersects with ragdoll bodies everything seems to be ok, no random angular velocities added. I need to dig it a bit more, I'm pretty sure I'm very close to finish 🙂
  • l

    lenscas

    07/20/2022, 6:51 PM
    🎉
  • m

    mrDIMAS

    07/21/2022, 7:07 AM
    Buggy as hell but it works, also the ragdoll is very simple for now just two bones - upper and lower body. I'll add hands and legs later

    https://youtu.be/RuoLInE34dM▾

  • r

    rafaelcastrocouto

    07/21/2022, 2:17 PM
    this will look even more amazing after adding some water effects
  • m

    mrDIMAS

    07/21/2022, 7:39 PM
    @erlend is this falling over mechanics enough for mvp? I want to focus on releasing 0.27 of Fyrox and need I to know what else do we need for mvp (apart from spikes, lethal blades and fixed pathfinding )
  • e

    erlend

    07/21/2022, 7:41 PM
    Yeah this is really good! 👌
  • r

    rafaelcastrocouto

    09/13/2022, 11:20 PM
    I'm just gonna leave this here https://github.com/HungryProton/scatter
  • r

    revcord

    10/22/2022, 7:07 PM
    Channels are now connected!
  • o

    odecay

    10/22/2022, 7:07 PM
    test