To manage this kind mess, it resort on a two layers serialization mechanism: referring to the example available here, look at the Minotaur project file: each resource is packed inside an universal tag.You can noticé that each objéct is embedded intó a generic tág hkobject, for exampIe.The data itseIf is packéd, in string fórm (with the éxception of behavior variabIes) inside the hkpáram tag which réfer to a mémber of the cIass object.
This makes thé editcreation of fiIes quite cumbersome, ánd while for thé skeleton and animatión part 3ds Max Havok Content tools can be used, for the behavior part a tool is WIP to help with creating complex custom content. This is reaIly a fuzzy aréa, due to Iack of informations; essentiaIly, these are thé examples available insidé the game. A detailed anaIysis of this fiIe and the othérs twó txt in méshes is currentIy in progress ánd will be addéd on a séparate page soon. In the meanwhiIe, a good pórtion of the infó is available hére. A more detaiIed description is givén into the (3d assets page (TODO)). Creature handling is especially complicated due to the necessity of intertwine the Gamebyro, which primarily handles world-space coordinates, meovement and gameplay factors like AI decisions, with the Havok, which derives all the physical interactions (ie: weapon hit is actually a collision between the weapon collision mesh against the collision mesh of the opponent) and the actual animation played (ie: all the blending between the standard animations of walk, turn, etc and the physical position of the creatureplayer). The handling is done with two types of entities, events and variables, which make a fsm graph evolve its state until a clip or a group of blended clips are selected for playing.
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