With Pep in our Step – Friday, June 23, 2017 – sgamet.com

Folks,

Happy Friday all. Hope you’re gearing up for the weekend–or maybe you’ve already started? We’re closing out the week here at CSE with a solid update on the week’s highlights and a bit of art to boot. We’ve even got a small behind-the-scenes video link at the end, illustrating a new feature in the animation system. We think Andrew’s test to see if it was working was too amusing not to share. With that said, let’s get to the week’s highlights!

Top Tenish:

1. WIP – Tech – Improvements to shadows: After fixing a long litany of bugs last week, George is now focusing on shadow bugs and improvements. Shadows have been updated to look better with our improved and expanded draw distance. When this work started, we just had blurry squares around the character showing up on the ground. Now, you can see individual leaves from the trees above and the grass around you with no impact on performance. More improvements still to come!

2. WIP – Tech – Effects playing from animations: Andrew added functionality for frame-specific VFX and SFX events in the animation system. Users of the system (Mike, dB, and Ben) can also specify which bone from which to play an effect (hand vs. foot vs. head, etc.). This is a great example of Design, Art, Audio, and Engineering working together! To test the new functionality, Andrew added a little “pop” to our run animation. Check the video below, but keep your sense of humor in mind! What you see is “working as intended,” but only if you like firecrackers and sparkles.

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