New features [Update: Mesh Animation & Mercantile System]

  ... the case you feel the need for a new feature or want to submit one.

New features [Update: Mesh Animation & Mercantile System]

Postby IFL » Sat Feb 09, 2013 12:37 am

[EDIT] I'll be attaching the zipped features to this first post to make them easier to find. See the list for downloads.

Hey everyone!

I have several small projects that I put together a while back, but they are mostly undocumented. I plan to release the useful ones with proper documentation, but I want to know what would be the most useful up-front because I only have a small amount of time to devote to documenting them right now. :(

So which of the following would be most beneficial to you?
  1. Control points and Bones for vertex animation of meshes
    - plain meshes or textured meshes
    - includes Inkscape plugins
    IFL_MeshAnimation.zip
    (111.56 KiB) Downloaded 519 times
  2. [merged with above item]
  3. Lasso-selection of entities
  4. Scripting via JavaScript
    - extremely simple, but lacks the power of Java
  5. Scrollable, rectangular inner-scenes
    - scrollable inventory, level selection, etc.
    - handles input accurately, like a scrolling container in Windows
  6. Mercantile system
    - like RPG stores with sales/discounts and inventory
    IFL_MercantileSystem.zip
    (7.84 KiB) Downloaded 359 times
  7. NPC dialog-tree framework
    - similar to the one in Dragon Age or Mass Effect
  8. Proxy-entity scenes
    - scenes with thousands of similar entities
    - *extremely* fast (57 fps on S3 with 25k entites), but has a steep learning curve
  9. State-based AI system
    - inspired by Valve's innovative system in Left For Dead 2
    - facilitates AI that knows what/where the player has done/been.
I know most, if not all, of these are useless to a majority of AndEngine developers, but I think a couple of them could make things easier for someone.

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Cheers,
IFL
Last edited by IFL on Sat Feb 16, 2013 3:46 am, edited 1 time in total.
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Re: New features

Postby Matthias » Sat Feb 09, 2013 9:29 am

Hey, that sounds great. I'd be really interested in 1+2 :) thanks for doing this!
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Re: New features

Postby nazgee » Sat Feb 09, 2013 3:43 pm

Wow... looks like a nice portfolio youo have out there... Since you can do only few of them, here go my types:

1. + want! (i was thinking about doing this myself)
2. + want! (i was thinking about doing this myself)
3. - too 'project specific'
4. - too 'usage specific'
5. - there are some implementations availabl out there, plus everyon has it's own :)
6. + want! (project specific, but I need it... )
7. - too 'project specific'
8. + :-O ... gimme some of these, at least for learning purposes
9. +- sound interesting...
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Re: New features

Postby Niffy » Sat Feb 09, 2013 9:59 pm

Hi IFL, nice to see you've been working pretty hard.

1. Control points for vertex animation of meshes
- plain meshes or textured meshes
2. Bones for animating meshes
- uses the control points above

I think these would be most beneficial to Andengine. I've not had time to learn anything like this and I've not seen any examples for this. I know DreamZoe has probably implement this, but alas Zynga probably aren't going to share the source code.
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Re: New features

Postby IFL » Sun Feb 10, 2013 12:45 am

Here's the initial release of 1 & 2. If you have any problems, let me know. I rushed to put it together so be warned. It's missing a bit of documentation... please add it if you understand what's going on. Otherwise, I'll add it sometime this week. See first post for downloads.

Matthias wrote:Hey, that sounds great. I'd be really interested in 1+2 :) thanks for doing this!
Some of your code on the forums led to the control point stuff, so... Thank you.

nazgee wrote:6. + want! (project specific, but I need it... )
8. + :-O ... gimme some of these, at least for learning purposes
9. +- sound interesting...
I'll follow up with 6 & 8 this next week. I think I also owe you some FBO code... I'll see if I can find it.

Niffy wrote:Hi IFL, nice to see you've been working pretty hard.
Hey Niffy. Number 5 on that list is actually based on the problem you posted in my Off-topic thread. I got it working really well.

Cheers,
IFL
Last edited by IFL on Sat Feb 16, 2013 3:47 am, edited 1 time in total.
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Re: New features

Postby Niffy » Sun Feb 10, 2013 1:45 am

IFL wrote:Here's the initial release of 1 & 2. If you have any problems, let me know. I rushed to put it together so be warned. It's missing a bit of documentation... please add it if you understand what's going on. Otherwise, I'll add it sometime this week.

Matthias wrote:Hey, that sounds great. I'd be really interested in 1+2 :) thanks for doing this!
Some of your code on the forums led to the control point stuff, so... Thank you.

nazgee wrote:6. + want! (project specific, but I need it... )
8. + :-O ... gimme some of these, at least for learning purposes
9. +- sound interesting...
I'll follow up with 6 & 8 this next week. I think I also owe you some FBO code... I'll see if I can find it.

Niffy wrote:Hi IFL, nice to see you've been working pretty hard.
Hey Niffy. Number 5 on that list is actually based on the problem you posted in my Off-topic thread. I got it working really well.

Cheers,
IFL


Nice one! In the end I'm using Fragments, but having that library will be a humongous impact on the usability of andengine.
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Re: New features

Postby nazgee » Sun Feb 10, 2013 1:52 am

I just tested mesh animation, and I must say I am so impressed that I seriously consider rethinking my current project! Thanks so much!

I'm getting the ragdoll upside-down :)
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Re: New features

Postby IFL » Sun Feb 10, 2013 6:34 am

nazgee wrote:I just tested mesh animation, and I must say I am so impressed that I seriously consider rethinking my current project! Thanks so much!

I'm getting the ragdoll upside-down :)

I'm glad you like it - I hope it's useful to someone. As for the upside-down ragdoll, are you using the anchor-center branch and the included version of the textured mesh? I remember fixing the flipped texture and displaced tex-coords, but maybe I missed something. I tested it before uploading it, and it seemed to work properly.

To everyone that tries my mesh animation code - it isn't easy to modify unless you understand how vertex buffers work. For those that do, there's a lot of room for improvement - weighted control points (multiple bones per mesh vertex), different draw modes (strip, fan, etc - easy fix if anyone wants it), better usability for the inkscape plugins, key-framed animation (with interpolation), physics, etc. I had planned on making the system more robust, but I haven't had a use for it. Also, I'd greatly appreciate it if any improvements to any of my code were shared with the community.

Cheers,
IFL
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Re: New features

Postby sjkm » Sun Feb 10, 2013 12:10 pm

Hey IFL, that looks pretty awesome!
Thanks a lot for your work. I'm surely going to give it a go!

Regards
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Re: New features

Postby IFL » Sat Feb 16, 2013 3:53 am

Hey everyone,

I've added the Mercantile system in the first post. Don't hesitate to let me know what you think about anything I upload - even if you think it's crap.

sjkm wrote:Hey IFL, that looks pretty awesome!
Thanks a lot for your work. I'm surely going to give it a go!
Thanks SJKM. I hope you get some use out of something I post.

Cheers,
IFL
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