The zombie model has been created by Psionic3d.
With that editor, it is possible to cut animations into smaller, named animations and also set an animation playback speed for each animation. So for example for human like game characters, it would be useful to define the animations 'walk', 'run', 'attack' or 'die' in there. After doing that, you'll have access to these animations in all actions and of course from the scripting interface, be it ActionScript or Squirrel.
I'm not sure if the interface of the animation editor is very intuitive, but I like it for now.
For English, this is usually the flag of the USA, for German, the German flag and for Spanish, the Spain flag. The problem is that this is a bit problematic, it may feel a bit strange for somebody living in Mexico having to select the flag of Spain, for an Englishman to select the USA and for an Austrian to select the German flag.
I wonder why there are no symbols or icons for languages at all. Would be really useful.
Maybe this is because most people don't think about languages that much. Good example: Did you ever try to change the language of Google because it preselected a wrong language for you? Good luck:
The language names are written in the language which is currently active. If google selected 'chinese' for me here, I would have had no chance to switch it to English or German at all.
Weishaupt Games just published a nice tutorial for CopperCube which shows how to implement your own First Person Shooter camera controller using Actionscript 3.
CopperCube already includes a feature like that which you can use without the need to write code, but the weishaupt-games approach adds a lot more features to it.
Same for Character Animation: Every time I start writing a character animation system, I end up with something like this:
Looks like some weight or joint matrix went wrong somewhere. I know I'll find the problem, but it's impressive that I'm always getting the same errors. :)
Maybe we - as game developers - should keep that Nanojit library in mind, could be useful in a future project. But as long as sentenses like "Figuring out how to compile it is left as an exercise for the reader" appear on the website of the Nanojit library, maybe we could wait still a bit.
Irrlicht as Game Engine. Well, in short: Yes, of course you can. No one will stop you.
But a longer answer would be: First, let me tell you that Irrlicht is a 3D engine. It draws nice graphics. And doesn't do a lot more. Irrlicht is NOT a game engine. Let me draw you a simple UML diagram, illustrating what you usually find in a typical game:
As you might notice, a very basic game consists usually of a graphics engine (examples for these are Irrlicht, Ogre or maybe even a DirectDraw based one), a sound engine (for example using fmod or irrKlang) and today, in most cases even a physics engine (like ODE or Bullet). And last but not least, there has to be the game logic somewhere. This is the most important part which no one will create for you, which is the core of your game. The component that is the fun part, the one that basically is your game.
All this together is forming a so called game engine.
The gray rectangles on the bottom on this diagram are exchangeable components. Instead of using Irrlicht, you could use DirectDraw and instead of using irrKlang you can use fmod, but the game you are creating will still be the same. The important part is the gray rectangle with the text 'Game Logic' on it. Concentrate on this, that's what the most essential part is.
So yes, you can create the next Oblivion using Irrlicht, if you like. But have you ever thought of making it fun first, and using for example simple 2d graphics? Before trying to generate a huge 3d world on your own which usually takes teams of up to 100 people, many years and several million euros of money? Games are not there for the graphics. They are there for the fun. For entertaining people. Just a thought.
(Disclaimer: This blog post has been created so I can link it for all the following mails I get, asking me if they can use Irrlicht as game engine for their next MMORPG.)
CopperCube, I now implemented skeletal animation into its flash player. It's still unfinished, has bugs and is slow as hell. But try it out here:
Controls: cursor keys to move, mouse to Look. The model has been created by Psionic3d.
I hope to make this a bit faster until the final release, but this could take some time.
You can download CopperCube right now. If you would like to get a mail once the new version of CopperCube is released, subscribe to the Ambiera Newsletter:
It took me a bit to find the code causing the problem, but finally I did, and it wasn't that obvious. Take this code for example, looks quite ok, doesn't it?
Unfortnately, it's wrong and will cause this 'VerfiyError' when running the SWF. The correct version would be
As it turns out, the ActionScript 3 compiler of Flex has a strange 'feature': You obviously can set default values for parameters as you like.
The problem: When the Flash VM comes to this function and the types don't match, it will simply stop or throw an exception. Setting '0' instead of 'null' is common for C and C++ programmers, but for Actionscript 3, '0' is an int or a Number, and null is the null reference.
The strange part is that the flex compiler doesn't write an error or at least a warning for this and produces a SWF file with corrupt AS3 bytecode.
Update: Wow, this is quite slow on FireFox. Opera rules. :)
Kontrust is a pretty unknown Austrian Newcomer Band. They just released a new music video for their second single named 'Bomba', and decided to do it in a more traditional Austrian style, but see for yourself:
Nice idea :)
We need somebody doing this in Austria in Germany as well :)
Korea Games Wire is a news distribution website, focusing on delivering Korean games industry news in English. It's now online and public. If you are interested in news from the number one country in computer games, you should take a look. You'll have to register for reading the news, but it's entirely free.
(Note that I've been involved a bit in creating that site, but I think it's pretty useful )
the new Chinese Irrlicht Developer Community at www.irrlicht3d.cn. It's a great place to exchange yourself about Irrlicht if you are from China.
Being a programmer with close-to-not-existing 3d modeling skills, I think it would take me about 30 minutes to an hour in any 3d modeling software to create this. But I only needed 1 minute to create that 3d mesh. So how did I do it?
For creating quick prototypes, I implemented a simple 3D room generator into CopperCube. You can simply paint a 2D block map, click on a button and CopperCube will generate the 3D mesh for you:
It also allows you to select multiple textures, the type of ceiling (flat / none / arched, the one in this example), and more. The lightmapping is also done by CopperCube's integrated lightmap generator. It's already implemented in CopperCube 1.0.6c and ready for download.
Bitplane blogged a detailed list of the changes in Irrlicht 1.6, with pictures. It has been released yesterday, so download it now. :)