Good challenge to get back in c++ shape: merging and , to allow virtually all the video codecs in the engine. A bit hardcore, but it forces me to get use to , a marvellous precompiler. gitlab.com/polymorphcool/godot
@polymorphcool

anxious fish looking at its mesh
animation is achieved by moving the texture of the eyes (offseting the UVs in the shader), simple and efficient, even if not entirely accurate...

@polymorphcool

cool overlay system to localise objects in + display info -> when you approach the object, a circle appears, when you are too close it fades out
video: peertube.mastodon.host/videos/

@polymorphcool

currently working on an infinite terrain module for : peertube.mastodon.host/videos/
the green area is the highest density of mesh - the density decrease with distance
the idea is to displace the terrain with the camera, and generate the elevation with a map

@polymorphcool

script running on a complex rig: locking on axis helps a lot to break fingers, but it's far from continuous: quite a lot of unexplicable jumps...
@polymorphcool

indeed, my math were not right,
they are better now!
still having issues at some positions, but main process is up & running

@polymorphcool

first partial success with the implementation of CCDIK (Cyclic Coordinate Descent Inverse Kinematics) in - it's brain intensive, but itś definitively worth it!

@polymorphcool

for the ones who are not interested in a 3:47 video of a guy using a UI, here are some screenshots :)
@polymorphcool

and a quick demo of the scene where the track is generated with bezier curves: peertube.mastodon.host/videos/
this video shows also a great advantage of godot: super easy to integrate new generative scripts in its editor!

@polymorphcool

first working prototype of 2d bézier curves : gdscript is "sampling" a set of consecutive bezier curves and uses linear interpolation to animate the arrows along the path

@polymorphcool

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