tech demo

First official screenshots of Sisyphus a web…

First “official” screenshots of Sisyphus, a web experiment in collaboration with Simone Niquille. It is available in itch.io also: https://frankiezafe.itch.io/sisyphus, and I will try to post development logs there instead of here. To follow them, just check the bottom of the itch.io page.

A lot of work has been done on…

A lot of work has been done on the OSC addon for godot this week: 2 new classes for reception and emission fully integrated in the engine (with icon and UI configuration) and an OSCmessage class available in gdscript to read the received message. The repositiories are here: https://github.com/djiamnot/gdosc, official one https://github.com/frankiezafe/gdosc, a fork of

Visualisation of contact events in the engine Wireframe…

Visualisation of contact events in the engine. Wireframe objects are the actual physical objects. The small plain spheres are placed at the position of the contact (or the average of all points), and reacts to impulse. Impulse is one of the components of the forces applied on the objects while bullet resolves the world. Legend:

Working on an easy to deploy shadow…

Tech info: 3 splits, 4096, 2048 & 1024 maps, 2 pass materials on all objects, gpu: GTX 980. Working on an “easy” to deploy shadow system for the engine. The work now is to make the activation of these as simple as possible. For the moment, the activtion has to be done manually through many

Technical demo Based on the patches started yesterday…

Technical demo. Based on the patches started yesterday evening, the example.pd shows how PD can be used with its user interface to interact RT with the engine. Once the work is done, by commenting a #define in the main class, you switch to release mode, without changing anything to the patch! Parts of the video: