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Thread: WXX-Rebirth : a modern engine for Wipeout 3 Special Edition !

  1. #31
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    Back to the main topic now !

    Here's a video of what I've been working on lately : animated billboards



    Did capture a WO3 footage, identified and wrote the transitions all by hand

    OTOH it took quite a bit to get to this as, as I said before I cannot build anims using mouse as that would mean I've included copyrighted content, what would open doors to any copyright holder.

    So it's all done by code but since it's a grey area it took time to get to this, I ended up writing a mini framework to generate all things I needed and now that I'm hooked to Unity animation system I should be able to leverage its features. Gave a try to naive approach like blitting texture atlas directly but it eats CPU and did not address other concerns ...

    Decided to pause the work on the camera, while it works I'm not satisfied with it, so I'm focusing on other parts and maybe I'll get something better after letting it sleep for some time !

  2. #32
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    Can't wait to see those billboards "live" And yep, the camera needs to be tackled with on a good day

    Regarding the hundreds of duplicate textures and maybe other stuff... may this be of any help... ?
    http://phoboslab.org/log/2015/04/rev...ng-wipeout-psx
    Last edited by 80T; 5th July 2016 at 04:52 AM.

  3. #33
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    This was the first article I read when I decided do that project, he did a great job and the web-app is appealing ... so I know that article.

    Been able to hook events to my animation system in clean way, should be able to get sounds up easily but now I need to address outer layers to not go berserk. Actually I've run a code analysis yesterday, and while I do progress slowly I have a high maintainability rate which means that I can add things relatively easily

  4. #34
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    Nice!

    OFF: I'm wondering where everybody's at...

  5. #35
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    You mean people are not actively participating in this thread ?? I guess they expect the 'goods' and I too ... Whenever I have something decent I'll ask the admins whether they can add a section in the forum next to AG racing projects and it will likely gain some visibility.

  6. #36
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    Weekly Check-In!

  7. #37
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    Here's a really quick report of what I've been onto:
    - finished game provider data
    - namespace and files sorted (much clearer now)
    - started looking at other parts, i.e. sound
    - the coder-friendly animation framework is now on par with features provided by Unity

    Just as last time, taking a break from the racing part and focusing on other parts -> the interface

  8. #38
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    Sound is up !



    The path to get to this was long and with lots of traps, but we're getting to it !

    Basically, in the unconventional way Unity is used, most of the stuff that happens smoothly using the mouse simply doesn't in code Like, why does a sound is effectively loaded but is simply silence ... at this point most of the time spent is about figuring out why it doesn't work, little really in the coding ... but over time I'll get done with this dirty low-level work and boost productivity somewhat

  9. #39
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    Nice! Idk much about coding, but... maybe the sounds need some manual channel assigning and other params like pitch, volume, and stuff like that when you're manually trying to implement them... ? Just a thought...

    EDIT: Just found this at random...


    That CRT neon like glow effect on the highlights (billboards, windows boost pads, etc... ) Dang!
    Last edited by 80T; 15th July 2016 at 06:57 AM.

  10. #40
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    I will clearly attempt a CRT shader one day

    In Unity you have audio mixers (https://docs.unity3d.com/Manual/AudioMixer.html) and you effectively assign sounds to channels ... while this is easy with mouse, the problem in code is finding exactly what's needed to achieve one of the different behavior you can set with mouse ...

    Now add to this that you need to figure the order of achieving things, and since Unity is a black box (we know nothing about how things are done internally even though the classes they use are readily available) it's what's taking most of my time : figure out basic path, then specific path;

    Like for the animations, I (relatively) quickly got them up but they were blending incorrectly, I needed rough transitions ... one has to figure some tangents to have the correct behavior etc etc ... that's what taking most of the time -> research.

    And for the animation and so on, I need to write extra methods but instead of quickly coding them, I take the time to write something clean so I won't have to come back another time at the topic

    I have the situation (mostly) in hands, but as a one-man effort it just takes more time

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