Got the collision detection and resolution working now. Showing in the gif is about ~300 active sliding entities. You can think it as 300 units moving about in this environment. The smoothed voxels are irregularly shaped and thus they require the triangle - box tests. It's a fairly computationally expensive operation given how numerous the triangles are, even after optimizations.
This particular rain effect is unlikely to make it to the final game but its a nice way to detect errors in the terrain collision + resolution system, and to benchmark their performance.
Overall quite happy to get it working, (I thought it would take longer TBH) but still need to make it handle multiple chunks + further optimizations.
Once that is done, there are two choices to move forward. 1) Begin migrate systems from HR and work towards a playable demo, or 2) implement Inverse Kinematics to deal with animations defects, such as planting hands on different sized boobs. (such as during a particular animation in HR).
If you know what I am talking about, I am interested in your thoughts on the matter. Otherwise, I will make a more detailed post sometime later on Inverse Kinematics and a more formal poll on how to proceed.
Enlit3D
2017-08-02 02:18:00 +0000 UTCEnlit3D
2017-08-02 02:17:02 +0000 UTCDirtyc101
2017-08-01 23:21:22 +0000 UTCKanonno
2017-08-01 22:18:08 +0000 UTCUlteriorMotive
2017-08-01 01:37:44 +0000 UTC