Piling up
Engine work continues. I’ve added some new things and I’ve improved some other things. It’s going pretty effortlessly at this point.
A preliminary CPU profiling session yielded in no issues at all really, so it’s also going good as far as performance goes.
I’ve now completed the very basic animation support implementation that I started a while back and it’s actually kind of useable right now.
It’s of course missing important things such as morph targets and IK support. (Though I probably won’t bother with IK just yet.)
I’m also going to try to put in things such as “jiggle bones” and other secondary animation controllers just for completeness sake.
Even though most of what should be working is working right now, there’s still a mountain of things to change and fix that have to do with how the engine communicates with itself, primarily.
The renderer right now is pretty self-sufficient. But since I decided to make it “absolute” it’s not very customizable from outside influence.
I’m fine with this “design flaw”, since it was never my intention to make a really generalized engine anyhow, and for projects that need something else I can customize the pipeline.
But all this is secondary, I feel. It’s important to have it working as intended first, then have it well implemented- once you know what the hell you’re doing.
Hmmm… That should be it for now. I’ll pop back in later to maybe post some screenshots.
Bye.