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Still working

Yesterday I spent the night looking at Urho3D scripting system (finishing Wasteland 2 has been like raising a heavy stone that was compressing my free time). During weekend I found a weird build problem that ignores some options, preventing  Lua scripting and samples from being built, so, to avoid potential problems to future users, I will stick to AngelScript, which is a sort of default language for this engine.

Seems that I will have to keep the C++ code minimal, and write everything in AngelScript. I had the wrong idea that LuaJIT was faster, but somebody kindly mentioned in the forums that, as LuaJIT is not using FFI, AngelScript is faster. At least, fast enough for my needs.

What do I dislike in Urho3D? Well, obviously the lack of editor integration. And the use of OpenGL 2 instead of 3. Yes, it does supports a broad range of devices, which I appreciate, but OpenGL 3 does too, and it is much more advanced. And I think I still have a lot to learn about it, and it has a lot to mature. As a backup plan, Im putting Godot in my To Do list.

About my next project, I havent decided what to do. What I can assure is that it is going to be an RPG and open source. But cant say if Im going to go ahead with the DNT fork or if Im going to work on my own fantasy story, based on Elymuria universe. Ill have to throw a coin.


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Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started.

Start Unity3d and in your scene, add an empty GameObject, we will call it target. Create a camera object and drag it to target to make it child. The result looks like this:

Now select Camera and set the values to this:

For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom).

Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code:

if (Input.GetKeyDown(KeyCode.W)) {
            dir = UP;
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Tutorial: building a modular character

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First, lets start with the model, which obviously, is divided in the required sections. Lets say we have head, torso and legs. Each part must be exported to a separate fbx file, but it must include the skeleton. Then, export the skeleton without geometry to another fbx.

Im going to assume that you want to instantiate all components, and even player, at runtime, from a  C# script (no Unity editor involved, except for creating prefab an position marker), so, we will place the sections, the skeleton and everything…

TPS with free look tutorial, version 2 (and bugs)

After working a bit to improve the third person camera system I mentioned a couple of days ago, I found a few problems that I could fix, and other I cant. Here is the updated code:

public class PlayerControl : MonoBehaviour {

    public GameObject pivot;
    Animator anim;
    int direction = 0;
    int FORWARD  = 1;
    int BACKWARD = 2;
    int LEFT = 3;
    int RIGHT = 4;

    // Use this for initialization
    void Start () {
        //cam = gameObject.GetComponent<Camera> ();
        //Cursor.visible = false;
        //Cursor.lockState = CursorLockMode.Locked;
        anim = gameObject.GetComponent<Animator> ();

    // Update is called once per frame
    void Update () {
        Vector3 rot;

        if (Input.GetKeyDown (KeyCode.W)) {
            direction = FORWARD;
        } else if (Input.GetKeyDown (KeyCode.S)) {
            //go back
            direction = BACKWARD;
        } else if (Input.GetKeyDown (KeyCode.A)) {
            direction = LEFT;
        } …