This is a new option for the character customization:
Provisional name for a RPG open world game, inspired in the ancient astronauts theories (sumerians & anunnakis). Work in progress.
Monday, March 30, 2015
Sunday, March 22, 2015
Inventory
This is the inventory, to pick up, drop, use items, and sell/buy from others NPCs, using game money.
Work with clothes, weapons and items (food, amulets, keys, etc.)
Interface menus, city buildings, torches, etc. are provisional.
Work with clothes, weapons and items (food, amulets, keys, etc.)
Interface menus, city buildings, torches, etc. are provisional.
Sunday, March 15, 2015
Playing with torches
Doing the inventory system (pick up, drop, use, buy or sell items), this is the torch, to see at night.
It's provisional, needs a new mesh and flame.
It's provisional, needs a new mesh and flame.
Saturday, March 7, 2015
Pathfinding without navmesh
This is a system for surrounding trees, NPCs and other dynamic objects.
But after trying it works well enough as "pathfinding" in places on the map where there are no navigation mesh (the navigation system used by UDK).
On a map of 100 km2 there are many areas without navigation mesh.
In this video there are none, all navigation are working with this system in real time.
Operation is simple, doing a trace forward and if collides with something, make additional traces on the sides to find a free way.
In principle makes two traces per second, but with one on each tick there are no apparent impact on performance.
It can work in conjunction with navigation mesh, then the traces only affect to dynamic objects.
But after trying it works well enough as "pathfinding" in places on the map where there are no navigation mesh (the navigation system used by UDK).
On a map of 100 km2 there are many areas without navigation mesh.
In this video there are none, all navigation are working with this system in real time.
Operation is simple, doing a trace forward and if collides with something, make additional traces on the sides to find a free way.
In principle makes two traces per second, but with one on each tick there are no apparent impact on performance.
It can work in conjunction with navigation mesh, then the traces only affect to dynamic objects.
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