• Pragma - A 3D multiplayer sandbox engine with Lua-integration, based on Vulkan and bullet physics
    379 replies, posted
You're making great progress, keep us posted!
I had forgotten about this, it looks great! Excited for future updates. Any chance you might implement any languages other than Lua, like maybe Javascript with V8?
or using LuaJIT instead of Lua 5.3? Anyway this is quite the inspiration for a similar project I'm doing except voxel based. I'm kinda tempted to go normal map based after seeing all the progress in this (because I've never done deferred rendering with OGL and skeletal animations look super fun to implement.) [editline]17th November 2016[/editline] most impressive is that you managed to get bullet to work
Can't wait to start modding this when my PC get's back from repairs. This looks really great, don't let it go. Even sell it if you can, I'm sure it will make you some extra cash. Heck, I'd buy this for $10.
[QUOTE=Rayboy1995;51383040]I had forgotten about this, it looks great! Excited for future updates. Any chance you might implement any languages other than Lua, like maybe Javascript with V8?[/QUOTE] Unlikely. There's support for binary modules in C++ (Very limited right now), but support for one scripting language is already very time-consuming. (I also don't like JavaScript.) [QUOTE=Map in a box;51384860]or using LuaJIT instead of Lua 5.3? Anyway this is quite the inspiration for a similar project I'm doing except voxel based. I'm kinda tempted to go normal map based after seeing all the progress in this (because I've never done deferred rendering with OGL and skeletal animations look super fun to implement.)[/QUOTE] I'll consider it if speed actually becomes a problem. I don't like that LuaJIT is stuck at Lua 5.1, and it looks like it's not actively being developed anymore. (The main developer essentially left the project a while back from what I've heared.) Anyway, currently working on some volumetric light effects for spot-lights: [T]http://sciolyte.com/sharex/sciolyte_2016-11-17_22-11-03.png[/T] [T]http://sciolyte.com/sharex/sciolyte_2016-11-18_18-57-03.png[/T] [T]http://sciolyte.com/sharex/sciolyte_2016-11-18_19-58-13.png[/T] Not quite done yet, but it looks better than I expected. I'm not too sure about the obstruction effect. I have two variations: a) Intense [video]https://youtu.be/VCwoTQ6Jhgw[/video] b) Smooth [video]https://youtu.be/k5GlGi6jkwI[/video] b) looks better imo, but has two downsides: The volumetric light effect is still visible if the light source is completely obstructed: [T]http://sciolyte.com/sharex/sciolyte_2016-11-18_21-32-02.png[/T] And in some cases the effect can go through walls: [T]http://sciolyte.com/sharex/sciolyte_2016-11-18_21-32-22.png[/T] Variation a) doesn't have either problems. Thoughts? Also added support for simple decals (I've cheated a bit, they're actually just special particle effects :v:): [T]http://sciolyte.com/sharex/sciolyte_2016-11-14_20-32-12.png[/T] Scalable, colorable with optional bloom. Glow effect could be used for billboards.
LuaJIT is most definitely still being developed, and 5.1 is still arguably better than 5.3, (LuaJIT is significantly faster and significantly more powerful use it use it use it). You can even enable LuaJIT's 5.2 compat define flag if you want to, but I wasn't a fan of 5.2 in the slightest. [editline]18th November 2016[/editline] Hell, the last commit was 3 days ago
[QUOTE=Map in a box;51393378]LuaJIT is most definitely still being developed, and 5.1 is still arguably better than 5.3, (LuaJIT is significantly faster and significantly more powerful use it use it use it). You can even enable LuaJIT's 5.2 compat define flag if you want to, but I wasn't a fan of 5.2 in the slightest. [editline]18th November 2016[/editline] Hell, the last commit was 3 days ago[/QUOTE] Yeah, doesn't CloudFlare maintain it now? [editline]18th November 2016[/editline] NVM [quote] Mike has kindly asked CloudFlare to help transition LuaJIT away from him to a larger team of maintainers. We're not leading the project but we are helping to transition to a new structure. As Mike has previously written we'd like to make the transition happen over the next one to two months. During that period Mike plans to get LuaJIT 2.1 into beta and cut the first 2.1.0 release. [/quote] [url]https://www.freelists.org/post/luajit/LuaJIT-project-governance[/url]
[QUOTE=Map in a box;51393378]LuaJIT is most definitely still being developed, and 5.1 is still arguably better than 5.3, (LuaJIT is significantly faster and significantly more powerful use it use it use it). You can even enable LuaJIT's 5.2 compat define flag if you want to, but I wasn't a fan of 5.2 in the slightest. [editline]18th November 2016[/editline] Hell, the last commit was 3 days ago[/QUOTE] The main guy who developed it (Mike Pall) has left the project, and he's the only one who truly knew the code inside and out. I'm not sure how much I trust anyone else on that project. Anyway, I've added it to my todo-list, but I'll only consider it if LuaJIT is compatible with LuaBind, otherwise that's a deal-breaker for me (It looks like they are though, or at least with a few minor changes). I've got other priorities right now, but I'll give it a go some time in the next few months and see how it goes. Also, the latest version of bullet apparently has [URL=https://youtu.be/VMJyZtHQL50]built-in vr-support[/URL], that should be interesting. Right now I'm still waiting for the promised [URL=https://github.com/ValveSoftware/openvr/issues/63]Vulkan-support[/URL] for OpenVR though.
He hasn't left the project, he still works on it, he's the one who made the latest commit even. But its kinda silly to "not trust anyone else". LuaJIT is mostly a dropin replacement too. He's in the process of vetting others though. [editline]19th November 2016[/editline] I keep up with the mailing list
Decided to add support for .mdl-files, since the .mdl file format structure is actually much simpler than I thought: [T]http://sciolyte.com/sharex/2016-11-23_10-33-50.gif[/T] Very basic so far, I'll try to implement full support (Animations, LODs, essentially everything) over the weekend. I've also mostly fixed .fbx-support, haven't noticed any issues with it anymore. (Only triangles supported right now, but adding support for polys with a higher vertex count is simple.) All in all, supported formats will be: .fbx, .mdl (+.vtx, .vvd, .phy and perhaps .ani), .obj, .wmd (My own)
mdl sucks and you shouldn't support it, would be better to just have it convert to fbx automatically but not directly support it.
[QUOTE=layla;51416056]mdl sucks and you shouldn't support it, would be better to just have it convert to fbx automatically but not directly support it.[/QUOTE] By 'support' I basically meant support for the asset importer. You can drag and drop/import all of the supported formats into the tool, then save it as my own format (Which is the only format you can actually use for models ingame). I'm just trying to make porting a little easier.
[QUOTE=Silverlan;51390243]*snip* Variation a) doesn't have either problems. Thoughts? [/QUOTE] I think A looks better with a very close / directed light (like the demo you used). B would be better for distant lights or lights in an area where heavy fog might make scattering a larger thing. So, maybe per light setting? Though if I had to pick one, definitely A.
[QUOTE=layla;51416056]mdl sucks and you shouldn't support it, would be better to just have it convert to fbx automatically but not directly support it.[/QUOTE] i have yet to actually get mdl file animations to load because of how raunchy the format is. [editline]24th November 2016[/editline] but it could definitely be a worse format, like, say, collada
[QUOTE=Map in a box;51422187]i have yet to actually get mdl file animations to load because of how raunchy the format is.[/QUOTE] Right, so, animations turned out to be a massive ordeal, but I've got it working now: [video]https://youtu.be/PMoVXALuW3E[/video] A few animations still have some oddities, not sure what's up with that yet (Might just be how they were originally), I'll keep an eye on that. Other than that, all that's left is some minor stuff (attachments, LODs, hitboxes, etc.), none of that should be much of a problem. [EDITLINE]-[/EDITLINE] [T]http://sciolyte.com/sharex/sciolyte_2016-12-09_14-20-46.png[/T] [T]http://sciolyte.com/sharex/sciolyte_2016-12-09_14-21-40.png[/T] [T]http://sciolyte.com/sharex/sciolyte_2016-12-16_10-28-19.png[/T]
@Silverlan, wenn du das weiter so gut aufbaust hoffe ich doch sehr das ich bald ne l4d Karte rein hauen kann sicherlich machbar zumal wäre es bestimmt interessant sowas auf dieser engine zu sehen :wideeye::boxhide:
Awesome work, mdl animations are a huge pain in the ass
I just came here to say that you're doing an awesome job :D
[video]https://youtu.be/78dLukL4Kcg[/video] Automatic script reloading really is immensely helpful. I've also reworked the animation system for layered animations, so they support proper blending now, and you can add as many layers as you want (Attack animation in the video). Ignore the clunky NPC movement, this isn't an AI demonstration. I'll try to write some proper AI for the raptor within the next two weeks. [QUOTE=war_man333;51512091]I just came here to say that you're doing an awesome job :D[/QUOTE] Thanks. :) Latest changelog: [CODE]Sciolyte ChangeLog Version 0.2.13 18 December 2016 - Added NPC:GetDistanceToMoveTarget, NPC:GetMoveTarget, NPC:MoveTo, NPC:StopMoving, NPC:HasReachedDestination, NPC:GetMoveActivity, Entity:GetLayeredAnimation and Entity:GetLayeredActivity - Added enums ai.TASK_PLAY_LAYERED_ANIMATION, ai.TASK_PLAY_LAYERED_ACTIVITY, ai.TASK_DEBUG_PRINT and ai.TASK_DEBUG_DRAW_TEXT - Added console commands "next_weapon" and "previous_weapon" - Added MoveState enums - Mouse scroll can now be used for key bindings - Changed overloads for util.register_class - Renamed Entity:PlayGesture to Entity:PlayLayeredAnimation, Entity:PlayGestureActivity to Entity:PlayLayeredActivity and Entity:StopGesture to Entity:StopLayeredAnimation 17 December 2016 - Improved gesture animation system - Fixed player shadow not being aligned with view body in first-person mode - Decreased impulse threshold for physics impact sounds - Increased default player jump power and decreased default player walk speed 16 December 2016 - Added Animation:Reverse - Improved third-person player animations - Entities with RENDERMODE_VIEW are no longer being rendered when not in first-person mode - Fixed shadows being rendered twice for entities in certain cases - Removed Model:GetBindPoseBoneMatrix 15 December 2016 - Added Entity:AddAnimationEvent and Entity:ClearAnimationEvents - Fixed animations not working for entities with static physics - Fixed shadow artifacts on animated entities Version 0.2.12 14 December 2016 - Fixed animation blending not working correctly in some instances 13 December 2016 - Added class WIContainer - Added WITableCell:GetColSpan, WITableCell:SetColSpan, Model:Rotate, Model:Translate, CollisionMesh:Rotate, CollisionMesh:Translate, Animation:Rotate, Animation:Translate, Frame:Rotate and Frame:Translate - WITable, WITableRow and WITableCell are now derived from WIContainer 12 December 2016 - Added model asset editor/importer tool - Fixed Model:Save not saving certain data correctly for the current format version 06 December 2016 - Add Frame:CalcRenderBounds, Animation:CalcRenderBounds and Animation:GetRenderBounds 05 December 2016 - Added "Addons"-option to main menu - Added Frame:Localize and Frame:Globalize 04 December 2016 - Added "scale"-keyvalue for prop entities - Fixed physics being misplaced for static props - Fixed dynamic or static physics not scaling properly with Entity:SetScale 03 December 2016 - Added module "xml" - Added Frame:SetBonePosition and Frame:SetBoneRotation - Fixed another issue where entities would sometimes not be rendered properly 02 December 2016 - Added Entity:GetRenderSphereBounds - Added several new props - Fixed Entity:GetRenderBounds returning incorrect bounds for models with off-center meshes - Fixed issue where entities would sometimes not be rendered properly - Fixed entities with controller physics being flung away at spawn at high speeds in certain cases 01 December 2016 - Added new overload for game.create_model 29 November 2016 - Fixed Frame:GetBonePosition being uncallable - Fixed crash when calling Frame:GetBoneRotation with an invalid bone id 21 November 2016 - Added Model:RemoveTexturePath, Model:SetTexturePaths, Model:RemoveTexture, Model:ClearTextures, WITable:RemoveRow, get_script_path, msgw and msge 18 November 2016 - Added entity "env_light_spot_vol" 17 November 2016 - Added DataBlock:SetValue, ModelSubMesh:GenerateNormals and geometry.calc_face_normal 16 November 2016 - Added debugrenderer.draw_truncated_cone, debugrenderer.draw_cylinder and geometry.generate_truncated_cone_mesh 15 November 2016 - Added entity "env_sprite" - Added Quaternion:ToAxisAngle 14 November 2016 - Added entity "env_decal" - Fixed changing maps resulting in black screen or crash 13 November 2016 - Added fence and new barrel models - Fixed skins not working for prop_physics and prop_static entities - Fixed crash on map load with latest AMD drivers 10 November 2016 - Added debugrenderer.draw_plane [/CODE]
I was looking around in the options and saw some options for VR. Does it work yet? I get this error when I tick the box and click apply. [IMG]http://i.imgur.com/VFufOIk.png[/IMG]
[QUOTE=Nick78111;51579339]I was looking around in the options and saw some options for VR. Does it work yet?[/QUOTE] Yes and no. (Wiki: [URL=http://wiki.sciolyte.com/index.php?title=Openvr]openvr[/URL], [URL=http://wiki.sciolyte.com/index.php?title=OpenVR]Lua example[/URL]) [T]http://sciolyte.com/sharex/devenv_2016-06-05_11-53-57.jpg[/T] (Old image) It works, but it's mostly just a placeholder for now. My main issue is that I'm using openvr, which still has no [URL=https://github.com/ValveSoftware/openvr/issues/63]support for vulkan[/URL] (Even though it was promised almost a year ago). I have a workaround in place, but it massively drains performance and is only really useful for testing. Plus, I only have an Oculus DK1, which doesn't have any features besides the actual headset. My university will be getting some Vives early next year, and there's an extension for Nvidia GPUs which I could implement (It would still be a workaround, but much faster than what I have in place). I'll take another shot at it some time in february or march, and I'll also add support for whatever the latest version of bullet has [URL=http://bulletphysics.org/wordpress/?p=456]in store for vr[/URL]. Until then you can ignore the option.
[video]https://youtu.be/TZnNx9nxE04[/video] All NPCs will be controllable. It basically works like my possessor from my old Half-Life Renaissance addon for gmod, but it's directly integrated into the engine and very easy to implement for new NPCs. I just need to finish the movement behavior for the raptor, and the AI system will be ready. Still got plenty of room for improvements, but I'll do those over time. I've also got some plans for some humanoid NPCs soon. Latest changelog: [CODE]Sciolyte ChangeLog Version 0.2.14 30 December 2016 - Added NPC:CancelSchedule and Player:GetActionInputs - Added game hook "OnSoundStateChanged" - Fixed "OnSoundCreated" game hook causing crashes when used clientside - Fixed ALSound:GetIntensity returning incorrect values - Action enums are now bitflags Version 0.2.13 29 December 2016 - Added BaseCharacter:GetAimTraceData, Model:GetEyeOffset and Model:SetEyeOffset - Fixed physics forces and impulses being applied incorrectly - Fixed Entity:GetAttachment not taking entity scale and attachment rotation into account - Fixed incorrect data when trying to retrieve animation-related information (z.B. bone positions or attachments) of an entity during an animation event - Fixed entity collision group and masks not being applied immediately after physics are initialized, resulting in rare cases of physics objects colliding on spawn when they shouldn't - Fixed inverted parameters for Entity:SetCollisionFilter - cvar.create now returns a ConVar-object if the convar has already existed 28 December 2016 - Added math.calc_ballistic_time_of_flight and math.calc_ballistic_angle_of_reach 27 December 2016 - Added math.calc_ballistic_position, math.calc_ballistic_velocity, Entity:SetGravityScale, Entity:SetGravityOverride, Entity:HasGravityForceOverride, Entity:HasGravityDirectionOverride, Entity:GetGravityDirection, Entity:GetGravity and Entity:GetGravityForce - Fixed dynamic physics not working properly for entities when using custom shapes - Fixed gravity force being applied incorrectly 26 December 2016 - Added NPC:ClearLookTarget, NPC:SetLookTarget, NPC:GetLookTarget, math.solve_quadric, math.solve_cubic, math.solve_quartic, math.calc_ballistic_range, math.solve_ballistic_arc and math.solve_ballistic_arc_lateral - math.random no longer generates the same values every time the game is launched 25 December 2016 - Added BaseNPC:SetupNeck, math.smooth_step and math.smoother_step - Added entity hook "OnModelChanged" - Fixed Entity:SetBlendController not working with float values and Entity:GetBlendController returning int values instead of floats 23 December 2016 - Added entity callback "UpdateSkeleton" 22 December 2016 - Added error message at startup if Vulkan drivers are not installed 21 December 2016 - Added Material:IsTranslucent - Fixed custom shaders derived from BaseShaderTextured not binding material parameters when "BindMaterial" is called - Textures are now only rendered with transparency if the material has the "transparent" property set to true - WIModelView now renders transparent meshes correctly - Fixed incorrect meshes when importing certain .mdl-files in the model asset editor 19 December 2016 - Added BaseCharacter:SelectNextWeapon, BaseCharacter:SelectPreviousWeapon, BaseCharacter:PrimaryAttack, BaseCharacter:SecondaryAttack, BaseCharacter:TertiaryAttack, BaseCharacter:Attack4 and BaseCharacter:ReloadWeapon - Moved Player:GetWeapons to BaseCharacter:GetWeapons, Player:GetActiveWeapon to BaseCharacter:GetActiveWeapon, Player:HasWeapon to BaseCharacter:HasWeapon, Player:GiveWeapon to BaseCharacter:GiveWeapon, Player:DropActiveWeapon to BaseCharacter:DropActiveWeapon, Player:DropWeapon to BaseCharacter:DropWeapon, Player:RemoveWeapon to BaseCharacter:RemoveWeapon, Player:DeployWeapon to BaseCharacter:DeployWeapon, Player:HolsterWeapon to BaseCharacter:HolsterWeapon and callback "OnActiveWeaponChanged" from Player to BaseCharacter - Fixed weapons being rendered even if they aren't deployed [/CODE]
I wrote a [URL=http://wiki.sciolyte.com/index.php?title=Tutorial_create_zombie_npc]tutorial[/URL] on how to create a simple seek-and-destroy NPC. Resource files for the zombie are included in the tutorial. Would appreciate some feedback. :) [video]https://youtu.be/tN5jpJ16d0A[/video] Latest changelog: [CODE]Sciolyte ChangeLog Version 0.2.14 03 January 2016 - Added GMBase:OnNPCDeath and AIBehaviorTask:CreateTask - Added ai.MemoryType enums and ai.TASK_WAIT enum - Removed ai.create_task and AIBehaviorTask:AddTask - Changed parameters for GMBase:OnPlayerDeath - Changed return type of NPC hook "OnSuspiciousSoundHeared" - Changed overloads for NPC:Memorize - Fixed animation events occasionally being executed more than once per frame 02 January 2016 - Added Entity:GetDistance, Entity:GetAABBDistance and Entity:IsCharacter - Added NPC hook "PlayFootStepSound" - Added enum ai.TASK_NODE - Changed return type of BaseAIBehaviorTask:Start - Changed overloads of ai.create_task and sound.play - Fixed "Invalid Format" error when attempting to load some .ogg sounds - Fixed animation events not working if assigned to the very first frame of an animation 01 January 2016 - Added DamageInfo:GetHitGroup and DamageInfo:SetHitGroup - Fixed bullets fired through Entity:FireBullets being able to hit box or capsule shape of characters - Renamed ACT_FLINCH_LEFTARM to ACT_FLINCH_LEFT_ARM, ACT_FLINCH_RIGHTARM to ACT_FLINCH_RIGHT_ARM, ACT_FLINCH_LEFTLEG to ACT_FLINCH_LEFT_LEG and ACT_FLINCH_RIGHTLEG to ACT_FLINCH_RIGHT_LEG 31 December 2016 - Added NPC hook "OnDeath" - Added entity hooks and callbacks "OnAnimationStart", "OnLayeredAnimationStart", "OnAnimationComplete" and "OnLayeredAnimationComplete" - NPC:SetLookTarget is now transmitted to clients when called serverside [/CODE] [EDITLINE]-[/EDITLINE] I've now also switched from Lua 5.3 to LuaJIT 2.0.4, looks like there aren't any problems (Didn't even have to adapt luabind). I'm going to miss the bit operators though. :frown:
Looks really good. [B][I]Silverlan's Mod - coming 2017[/I][/B] :v:
Small side-project I'm working on for a university course: [video]https://youtu.be/tb7U0xg6j-s[/video] Still WIP, but you get the gist of it. I've got some exams coming up over the next few weeks, so probably not going to make much progress until after. [T]http://sciolyte.com/sharex/sciolyte_2017-01-17_21-05-59.png[/T] (Ignore the artifacts on the left)
i tried running the engine under win10 x64 and i get the following error: "unable to load library 'bin/cengine.dll': The specified module could not be found. (126)" but the dll is under the bin folder :(
[QUOTE=astearon;51742874]i tried running the engine under win10 x64 and i get the following error: "unable to load library 'bin/cengine.dll': The specified module could not be found. (126)" but the dll is under the bin folder :([/QUOTE] That error usually means that Vulkan drivers aren't installed. What's your GPU? You can find a list of supported GPUs (as well as the driver) for Nvidia [URL=https://developer.nvidia.com/vulkan-driver]here[/URL] and for AMD [URL=http://www.amd.com/de-de/innovations/software-technologies/technologies-gaming/vulkan]here[/URL]. Add me on [URL=http://steamcommunity.com/id/silverlan]steam[/URL] if you're still having trouble after that. Anyway, not much new since my last post (Still got a few exams coming up), but I've had a bit of time to improve the fluid effect some more (Still not quite done though): [HD]https://youtu.be/qpzdTggxtNQ[/HD]
I was bored. [t]http://sciolyte.com/sharex/sciolyte_2017-02-07_17-58-48.png[/t] [t]http://sciolyte.com/sharex/sciolyte_2017-02-07_17-56-57.png[/t] [video]https://youtu.be/Izk-kGJiVgk[/video] Anyway, my exams will be over next week, should be able to get back to my normal update schedule soon after. I'll probably write some proper AI for the antlion guard as another example NPC. Latest changelog: [CODE]Sciolyte ChangeLog Version 0.2.14 15 February 2017 - Added math.is_angle_in_range 14 February 2017 - Added enum ai.TASK_TURN_TO_TARGET 12 February 2017 - Fixed animation frame blending not working - Fixed incorrect euler angles rotation order when converting from or to quaternions or matrices 11 February 2017 - Added Entity:CalcBallisticVelocity and math.clamp_angle - Added new overload for AIBehaviorTask:GetParameterBool, AIBehaviorTask:GetParameterInt, AIBehaviorTask:GetParameterFloat, AIBehaviorTask:GetParameterString, AIBehaviorTask:GetParameterEntity, AIBehaviorTask:GetParameterVector, AIBehaviorTask:GetParameterQuaternion, AIBehaviorTask:GetParameterEulerAngles, AISchedule:GetParameterBool, AISchedule:GetParameterInt, AISchedule:GetParameterFloat, AISchedule:GetParameterString, AISchedule:GetParameterEntity, AISchedule:GetParameterVector, AISchedule:GetParameterQuaternion and AISchedule:GetParameterEulerAngles - Fixed Vector:ToEulerAngles returning incorrect angles 10 February 2017 - Added Vector:DistanceSqr, Vector2:DistanceSqr, Vector4:DistanceSqr, Entity:IsPhysicsProp, AISchedule:HasParameter and AIBehaviorTask:HasParameter - Added BaseAIBehaviorTask hook "OnTaskComplete" - Added enums ACT_FLINCH_LIGHT, ACT_FLINCH_MEDIUM, ACT_FLINCH_HEAVY, ACT_TURN_LEFT and ACT_TURN_RIGHT - Fixed Entity:GetAABBDistance returning incorrect values when using an entity as parameter 09 Feburary 2017 - Added math.is_in_range - Added Model:AddAnimation, Model:RemoveAnimation and Model:ClearAnimations - Added new overloads for NPC:MoveTo 08 February 2017 - Added Frame:GetMoveTranslation, Frame:GetMoveTranslationX, Frame:GetMoveTranslationZ Frame:SetMoveTranslation, Frame:SetMoveTranslationX and Frame:SetMoveTranslationZ - Removed BaseCharacter:Move 07 February 2017 - Added NPC hook "CalcMovementSpeed" - Added AISchedule:DebugPrint, NPC:PlayInternalActivity, BaseNPC:SetMovementSpeedCallbackEnabled, TraceData:GetSourceTransform, TraceData:GetTargetTransform, TraceData:GetSourceOrigin, TraceData:GetTargetOrigin, TraceData:GetSourceRotation, TraceData:GetTargetRotation, TraceData:GetDistance and TraceData:GetDirection - Added ai.BEHAVIOR_TASK_DECORATOR_TYPE enums - Added console command debug_ai_schedule - Renamed enum TASK_NODE to TASK_DECORATOR 06 February 2017 - Added "phong_intensity" material parameter - Added BaseCharacter:FootStep 05 February 2017 - Fixed errors when trying to load binary modules - Added trigger_teleport entity - Added ents.find_by_filter 20 January 2017 - Fixed crash when trying to load mipmapped textures with certain formats 18 January 2017 - Added "phong_color" material parameter - Fixed incorrect shader normals for directional light sources - Renamed "phong_scale" material parameter to "phong_shininess" - "phong_shininess" material parameter now also works if no specular map has been specified 16 January 2017 - Added ModelSubMesh.CreateSphere, ParticleSystem:GetRenderBounds, ParticleSystem:SetRadius, ParticleSystem:GetRadius, ParticleSystem:SetExtent, ParticleSystem:GetExtent, ParticleSystem:SetMaterial, ParticleSystem:GetMaterial, ParticleSystem:SetOrientationType, ParticleSystem:GetOrientationType, ParticleSystem:IsContinuous, ParticleSystem:SetContinuous, ParticleSystem:GetRemoveOnComplete, ParticleSystem:GetCastShadows, ParticleSystem:SetCastShadows, ParticleSystem:GetBloomScale, ParticleSystem:SetBloomScale, ParticleSystem:GetParticleCount, ParticleSystem:GetMaxParticleCount, ParticleSystem:Die and ParticleSystem:IsActive - Added PARTICLE_ORIENTATION_TYPE enums - Added vector.Forward, vector.Right, vector.Up, vector.Origin, vector.Min and vector.Max - Added view frustum culling for particle systems 14 January 2017 - Added PhysCollisionObj:SetSimulationEnabled, PhysCollisionObj:DisableSimulation, PhysCollisionObj:EnableSimulation and PhysCollisionObj:IsSimulationEnabled 06 January 2017 - Added os-library 04 January 2017 - Switched from Lua 5.3 to LuaJIT 2.0.4 [/CODE]
Any updates since a week ago? This looks really promising.
[QUOTE=Derek_SM;51860837]Any updates since a week ago? This looks really promising.[/QUOTE] Not much, still had exams up until a few days ago. I've massively improved the performance for text-rendering (Which was abysmal), and I've added some more debugging tools for NPCs: [T]http://sciolyte.com/sharex/sciolyte_2017-02-24_19-25-18.png[/T] (Shows the behavior tree of the schedule the NPC is currently executing.) I'll have more time on my hands over the next few weeks, should be able to make some good progress. Among other things, I might try to implement [URL=https://valvesoftware.github.io/steam-audio/]steam audio[/URL], and I've got some rendering and networking improvements planned. I also want to finish the AI for the antlion guard soon.
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