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Weekly (?!) Update 01/08/2015

1/8/2015

4 Comments

 
Happy New Year!

It has been a while since the last update, I know. As I may have mentioned prior, aside from the holidays, I have been just trying to get something interesting to show, which is hard when the majority of my work the past few weeks has been on relatively boring back-end stuff.

Here is a video - sorry I was tired when I made it!
Since the last video update, we have:

- Walking around, with collision and auto-climbing/descent of stairs/hills (the power of technology!!!)
- Camera that follows the character, orients itself in your travel direction, and more
- Saving and loading of character poses
- Rendered (fully voxel-based / procedural) character has replaced the placeholder box object.
- Ability to assign materials to each character limb, or other objects
- Material editor has been migrated from the web client. For those who have not seen it, the web client looked like this. The web client had many problems, including performance (slowing down the main client), inability to effectively manage data over a websocket, requiring a web server to run (i.e. a localhost), being generally unwieldy, and more.
- Much more advanced GUI features, data binding, and data serialization. The GUI now supports multiple features to keep everything DRY (Don't Repeat Yourself), keep data and presentation separate, and more. This is important because many times it is not a 1:1 mapping of data to UI - for example the color picker has 6+ components which map to only 3 data values.
- Several more optimizations, in particular some UI optimizations that make it load faster and make it more responsive.
- Many more small fixes and improvements.

In the coming week I am going to work on inventory management, picking up items and dropping them, and rendering additional NPCs and making them walk around.

As usual feel free to ask me anything.
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