A little off-stream work

Sean Barrett  —  11 months, 3 weeks ago
First of all, the youtube archive (see sidebar) is all caught up from this weekend.

Second, I did a little work off-stream, namely I wrote the following in todo.txt:

 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Ideas:
   -  iron initially, but need steel for higher-speed things? (i.e. more exact gears)
   -  copper + iron => bronze (and brass)
   -  can animate pickers like current pickers but w/ lowering grabbers w/ skinned animation system
      - animation implementation:
        - bones are compact, 4 floats per object:
           bone #1: position of grab module along pole --> 1 float (x coord)
           bone #2: position of lower/raise grab module --> 1 float (z coord)
           bone #3: grab teeth x axis --> 1 float
           bone #4: grab teeth y axis --> 1 float
        - each vertex gets 4 *signed* bone weights
           - four diagonal teeth use bone #3 & #4 in all combinations of signs
      - above implementation can almost be used for 'flexible pickers'
        - flexible picker uses two-joint fake IK 
          - we don't bother will angling a joint
          - just draw two rods, one from base to midpoint, one from midpoint to endpoint
          - bone #1, #2, #3: position of grabber x/y/z
            - midpoint uses 50% weight x/z bones; maybe 50% for y also makes sense, but:
          - bone #4
            - vertical offset of midpoint; as grabber extends out, this decreases to keep rods roughly same length
          - note this picker doesn't have grabber teeth
        - first requires bones: x,x,y,z; seconds requires: x,y,z,z
          - can use *5* bone weights; 3 bones are x,y,z, 4th & 5th weight apply 4th bone value to x & z. but 5 bone weights sub-ideal!
      - use instanced rendering with 2 vertex attributes:
        - vec4 with 3 position values & 1 rotation (rotation is in 90-degree steps; convert to int and look up table, don't use sin/cos)
        - vec4 with four 1D bone values described above
   -  never recompute belt mobility in-between ticks (will cause belt objects to teleport between non-anim and anim states)
      - need to recompute belt mobility after all pickers run (never hit this case in testing because I didn't allow things to get full-ish?)
        - maybe just run pickers *before* belts? may need to adjust where they pick from
   -  do fast belts soon, run everything but slow belts on fast tick

#6959 Matt Mascarenhas  —  11 months, 3 weeks ago
Combining metals! Well, naturally we'll need to be able to craft Hagane out of Bronze and Iron, as per Vagrant Story.
Log in to comment