I expected more. But translations and rotations in animation files are stored completely absolute and do not apply to children. No additions, no subtractions, and in the case of quaternions, no matrix multiplication. In each new frame, you just swap the old values with the new.
So that didn’t take very long. Pictured is a Sim breathing out in solace after a passionate kiss.
What the renderer is still missing, though, is proper time synchronization, which is my current task. In fact, I’d like it to properly interpolate between discrete frames of the animation, so the end result displayed on the screen will be silky smooth on a 60Hz monitor.
aww
Pink Shirt guy is in love
Great work, seams like this is going faster than the Sims Restoration!
Perfect! *-*
I’m very anxious for the end of project, more you will make a game demo every week?
Equal the TSORestoration?
In name for all brazilians you are amazing!!
And thanks for work hard in the project!
Sure, I’ll make a game demo every week when the client is bigger and there’s enough progress to warrant it…
I’m already including Windows binaries in the repository if you want to take a look at everything I’ve got. However, you have to manually extract all of the resources from your game in order to use them, for now.
And thanks for your compliments.
Awesome!
This is so great to hear!
That’s incredible.