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March 28, 2024, 12:36:55 PM

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TIGSource ForumsCommunityDevLogsBuilding an iOs 3D Engine in C++ and a Game!
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Author Topic: Building an iOs 3D Engine in C++ and a Game!  (Read 40689 times)
venumspyder
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« Reply #20 on: March 29, 2016, 09:13:12 PM »

Here are some run animation key frames done by a very talented animator.

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venumspyder
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« Reply #21 on: April 03, 2016, 10:02:28 PM »

This video shows how to setup run animations so that they will blend seamlessly in a game engine.



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venumspyder
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« Reply #22 on: April 05, 2016, 12:32:40 AM »

Color schemes this time are generated by the very talented modeling\texturing team!

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venumspyder
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« Reply #23 on: April 11, 2016, 02:43:57 PM »

Blob shadows as well as curved world shader with some simple level geometry. Also I am fighting the dreaded let's play with the in game camera angle. But I think I have mostly locked that down.



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venumspyder
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« Reply #24 on: April 15, 2016, 08:19:06 AM »

Here is an interesting animation glitch I found in my engine. It's an interesting effect at least.



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venumspyder
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« Reply #25 on: April 24, 2016, 12:36:44 AM »

Today I show the basic frame work for my player character controller. Initially this was coded in a scripting language called angel-script. But I have since moved it all into C++. I use an Entity Component System (ECS) to manage the character controller component for the player entity. Despite it being C++, game designers have full control over all the parameters as you can define all the components that make up the player entity via scripting.



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Onky
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« Reply #26 on: April 24, 2016, 01:15:02 AM »

Really glad to see you're still showing almost every step of the way!
Although I don't do 3D nor programming, it's very educational and interesting Smiley

Keep it going!
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venumspyder
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« Reply #27 on: April 24, 2016, 07:54:05 PM »

Thanks! I will definitely continue posting as I get more character animations in.
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venumspyder
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« Reply #28 on: May 02, 2016, 09:03:32 AM »

Train station basic color concept.

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venumspyder
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« Reply #29 on: May 02, 2016, 02:54:30 PM »

Here I show an animating roll. I first show the Maya source file and then the in game animation running in the engine.



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venumspyder
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« Reply #30 on: May 07, 2016, 11:03:43 PM »

Here is the character controller with basic player input support and roll animation integration.



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venumspyder
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« Reply #31 on: May 12, 2016, 10:43:29 PM »

Here are some in place jump animations. Later I will integrate them into the character controller.



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venumspyder
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« Reply #32 on: May 16, 2016, 11:19:26 PM »

Additional jump animations that did not get shown in the last video. Next on the chopping block is implementation of input jump response in the player controller.



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venumspyder
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« Reply #33 on: May 22, 2016, 11:31:50 PM »

Here I have integrated the jump animations into the character controller. I have also implemented gravity, but in a way that gives the character supernatural jumping ability.



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venumspyder
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« Reply #34 on: May 25, 2016, 09:10:27 AM »

City scape level chunk preliminary concept.

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venumspyder
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« Reply #35 on: June 09, 2016, 12:29:56 AM »

Here the character is shown strafing through the air.



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venumspyder
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« Reply #36 on: June 22, 2016, 12:39:55 AM »

Here I have the character strafing through the ground. I also show the source animations that I used to achieve
this.



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venumspyder
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« Reply #37 on: July 06, 2016, 02:14:58 AM »

Final portion of the basic character controller is implemented.



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venumspyder
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« Reply #38 on: September 25, 2016, 11:47:21 PM »

Simple collision triggers



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venumspyder
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« Reply #39 on: October 03, 2016, 10:14:11 AM »

Swamp level chunk. This is a rough first pass at the 3D model.

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