Spellcaster Studios

Make it happen…

Props and bugs

Today I finally added the props into the custom voxel scene, which finally composed the scene. Also added the action nodes and in the case of the temple, makes a carving spawn there (if you haven’t picked it up yet).

Also fixed a bug that was nagging me for ages in the game sometimes… Sometimes, an enemy would walk around the scenario and then warp several meters above the scene.

There was a lot of reasons for this to happen… in the (reproducible) case, there was some invisible wall in that position (since it was invisible, I couldn’t see it). It was a thin column left over from the editor (probably remainders of the bounding box of a prop). I fixed that (with a new tool on the editor)… Of course, if you think about it, the fact that there was an invisible column should make the enemy walk around it, right? After all, it used to happen even in non-custom scenarios! As it turns out, I wasn’t filtering those invisible blocks from the pathfinding, so the bottom part of it was traversable,, which meant the enemy could indeed move that way. I reprogrammed the navigation mesh builder code (or more precisely, the code that gives the navigation mesh builder the valid quads, since I’m using Recast to generate the navmesh). Even so, there were some conditions in which the problem could occur… I solved these by doing better/more precise math on what the position of the enemy is (I basically nudge the current position by about 1% of the movement vector, so I don’t have limit cases in which I’m technically straddling two tiles)… I think this solves this issue, but playing will tell!

screen126

When taking this screenshot I found another bug… those colored voxels should be transparent, so I’ll need to take care of that…

Now listening to “Heavenly Bodies” by “Gene Loves Jezebel”

Link of the Day: Andy Serkis is a genius… I want him narrating my life! http://teamcoco.com/video/andy-serkis-caesar-gollum

Comment