it took me one week to figure it out, but i'm now able to animate an avatar n every direction with a set of baked animations using

visualisation of the interpolation to be done in the animation shader i'm building: depending on the speed and the orientation of the motion compared to the forward vector of the avatar, different animations must be interpolated. The color represent ID's.
Maybe it's not super clear without motion...

4 will be very cool!
i just made an attempt to record 180 frames directly in the GPU and to play them back. Result: it runs at 60fps, smoothly

back to animation baking in : data is now stored "linearly". A small summary is placed in the first pixels of the texture, containing the number of vertex and the frame count => configuration becomes super easy

evolution of the object editor for :
- the first level of the jogdial allows to select the parameter(s)
- the second level increase or decrease the parameters with custom limits for each parameter

Evolution of the flat noise generation: now it includes a random repetition of values. This is usefull when the pixel value is used to select an animation in a stack. The repetition affects the duration of the animation. Result is visible in the video. The tint of the avatar represents the id of the animation.
So, no need to compute anything on the cpu, you can randomise the animations with a custom time offset in each mesh.

just finished a gdscript that generates "flat" noises based on prime numbers.
By flat i mean that all values are appearing once in the texture when using float, or an even number of times when using 8bit.
The script is not perfect, due to the lack of long & double in gdscript...

A bit of p*rn, just to show how flexible splittable panels can be.
Next step: implement draggable borders, to resize areas

Evolution of module: now its time to link boids with a shader reading animate baked into textures. There is still quite a lot of work to have correct speeds and contact with ground...


it's starting to become interesting in module: after hours of debugging of memory management, it's possible to explain to yellow cubes to follow spheres, and to spheres to avoid yellow cubes.
To have something smooth, there is a lot to params to adapt: inertia (affects acceleration), steer (affects rotation) and so on
video devlog:

Evolution of module in : i finally managed to master the memory creation in a consistent way => no more hard crashes (double free, malloc_consolidate & other funny stuff). Result: i'm now able to construct complex reaction of boids, with modification of plenty of parameters depending on the environment

just finished a serialisation of behaviours: [{"class":"test" , "active"1, "after":0, "attr":0, "eval":0, "event":0, "jumpto":1, "param_bool":0, "repeat":1,,...
It's possible to copy/paste the object + generate + edit it manually, I think it's a cool feature, even if documentation is necessary...


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