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Fantoccini

http://evanw.github.io/csg.js/ https://github.com/mxgmn/WaveFunctionCollapse http://www.procjam.com/tutorials/wfc/ https://www.reddit.com/r/VoxelGameDev/comments/9yu8qy/palettebased_compression_for_chunked_discrete/

Move tool

  • All unconstrained = plane normal to camera
  • One constrained = plane on both unconstrained axies
  • Two constrained = line on unconstrained axis
  • Three constrained = nothing happening
  • Planes need to be side = three.DoubleSide

Layers

  1. Default
  2. Menu FX
  3. Plane and line math for tools
  4. General FX

Editor

  • Refactor selection to use Group to make edits easier
  • Refactor spotlight to use layers
  • Why is moving object out of sync with selection outline?
  • Work out two constrained line math
  • Design move tool plane generation
  • Move tool
  • Scale tool - is origin based on crosshair?
  • Rotate tool - is origin based on crosshair?
  • Physics grab tool
  • Group / ungroup?
  • Character type asset template
  • Enter / exit 3rd person control against character
  • Test constraint system

Perhaps

  • Drag JSON file to execute commands (e.g. config / levels)
  • Numeric entry?
  • Detect angle of drag for click threshold

Character

  • Ragdoll armature
  • Global marionette / wires for balance
  • Impulse based motion, IK + target pose
  • Low level blending of impulses
  • Enviroment detection / hinting
  • User controls hinting
  • High level blending of impulses
  • Onion skinning of future frames while adjusting parameters

Behaviour editor

  • Timeline view - how does this work in 3D?
  • Pose slots as number keys, hold pushes, tap to cycle through
  • Save pose to timeline
  • Pose heatup and cooloff
  • Set input against timeline to understand how things change
  • Environment weighting

Jucy

Ideas