It was a long time without updates. But i didn’t stop working, it’s just 100% technical and quite boring. Currently, i’m finalizing Animation Tool for my engine.
Formerly, i’ve done animation with Lightwave, but it had really inadequate file format for scenes, almost impossible to reverse engineer, having some weird transformations and inconsistent orientation issues. It was very unreliable and it lacked some functionality i needed(like hitboxes), so i dropped it and made my own simple animation tool. It maybe not so rich on functionality and doesn’t have best GUI in the world, but it’s damn reliable and i can do whatever i want with it. The only functions that are still up to Lightwave – bone creation and weight-map painting. I would like to move latter into my tool, because Lightwave’s vertex painting tool is garbage, but it’s going to take too much time.
I have also added basic physical functionality to my engine(like creating static and dynamic colliders with simple shapes an convex hulls), triggers, some materials and impact-particles. And planning to finalize it after merging animation system to main engine. Currently using nVidia PhysX free license for my project.
After that, i’m back to making some content, like first full test-level, enemies, main character. And then implementing sound, scripting , cutscenes and menus.