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| 11/8/2007 6:37:08 PM |
| Eiji |
| 11/8/2007 6:36:23 PM |
| Eiji |
| 7/26/2007 6:53:15 PM |
| DaveB |
| 3/28/2007 3:04:52 PM |
| Eiji |
| 3/12/2007 2:13:17 PM |
| Eiji |
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The suit model is now defined by a BVH Hierarchy.
Each node on the hierarchy can have a shape mounted to it. A shape is a collection of linked primitives. The idea here is to make it (much) easier to do custom mecha, and to do things such as morphing when mecha are corrupted. Each shape may have designated attachment points.
Initially, I am providing the following primitives:
Point
Triangle
Rectangle
3 point pyramid
4 point pyramid
Cube
Sphere
Cylinder
Note only constructive geometry is supported, but objects can intersect.
Each shape can designate points where there can be attachment.
The goal behind using BVH files is to allow easy import from programs like Poser.
Players won't have to mess with any of this. There should eventually be a way for them to get down to this detail level in a suit designer, but initially I do not intend to tackle this (unless the tool we develop to do this ourselves is so incredibly good we can just expose it as is).
This doesn't sound like a ton of primitives, but they'll be modifiable and you don't necessarily need a ton. From triangles, for example, you can closely approximate any object you wanted to.
This is what I sort of have in mind for building components also, to build them out of primitives like this, which would let us eventually expose that capability to players, allowing for players to get the exact look that they want for their bases, etc. The more I look at this model, the more I find to like about it.