
One area we’re super pleased with is the ability to edit terrain around and inside bodies of water. With the features themselves becoming increasingly polished by the day, soon enough it’ll just be tidying up the edges and making the water pretty! Seth prepared a technical deep dive presentation showcasing some of the impressive complexities and considerations that go into making an advanced system like water painting. Temporary chainlink shader, it's a bit broken at the moment!Ī junction will automatically generate between two different fence types or on either side of additive objects like gates, attractions and points of intersection. We don’t want to pick a dominant pole to show over another, so what’s the solution? Create a junction, of course! Intersections are tricky! A point where two objects meet in 3D space may result in nasty Z-fighting or excessive clipping, a definite issue that can crop up if two fence lines converge at a central point. We'll continue to polish it up as best we can and show off some new critters in the process. This approach does have an increase in animation work, but with the added help of Siaka we really want to get these animals looking as good as they can and the results so far are very promising. Instead of magically sliding between poses they’ll kick off the ground or take that first big step into their walk cycle - it looks nice! So, what’s the benefit of doing things this way? The main bonus is that it eliminates the automated jank that occurs when an animal transitions between a state of movement and its idle position. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt. rex transitions from various movement states (wip).ĭurch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. The creatures can have great art assets, but if locomotion isn’t up to the same standard it all falls apart.īelow is a short look at the animator in action highlighting how the T. We’re shifting towards a system that’s more reliant on bespoke animation for transitions rather than allowing the engine to fill in the gaps - giving us direct control over how an animal begins or stops moving. As a whole, frame rate has seen some serious improvement since the PAX build and we’ll continue to make the game as performant as possible.Ĭonstruction was well underway to enhance the animal locomotion system in June using the mighty Tyrannosaurus as its base. Mau’s been making a lot of headway tackling trouble spots for performance, isolating issues and finding ways to optimize the overhead behind it. The team’s been swell, steadily focusing on their tasks and chipping away at the project as per usual.

There’s simply too much to cover, so let’s dive right into the content coverage for June. Last month was great for the dev team, showing an increase in quality for all aspects of development.
