Make the model loader work with models that contain animations (WiP). Remove redundant code.
This simply loads some of the animation data (e.g. blend weights), but does not do anything with it yet.
Ramblings about hobbyist game development
Make the model loader work with models that contain animations (WiP). Remove redundant code.
This simply loads some of the animation data (e.g. blend weights), but does not do anything with it yet.
Replace wavefront models (obj) with IQM ones
Re-export all the existing models in the new format.
Add support for the IQM model format (WiP)
This is the beginning of the long journey to get animations going, which the model format used so far does not support at all. Say hello to IQM, the Inter Quake Model Format.
Before animations will work though, make sure to support rendering the models in their static/default state, which is exactly what this commit does.
Check out what it looked like right before, when it was almost working:
Add bed object (without functionality yet)
Comes as advertised, it does not do anything yet, but it looks nice:
– add new job messaging mechanism that allows the job to return messages to the object manager
– add first message type that allows objects to transform themselves
– fix bug in the renderer that crashed when creating and removing the number of models resulting in the same number
– added more gameplay logic (starvation and death)
This is rather substantial as it adds the notion of “job messages”, that allows Python scripts to make changes asynchronously. The only message type currently supported is the “change object” message, which essentially transforms the object sending the message. This change needs to happen asynchronously for obvious reasons, as replacing the object requires a complete removal of the existing object, including the script instance, before it gets replaced by a completely new object in the same location.
On a more superficial levels, this adds a bit more game play, if you want to call it that. Yay!