Archive for October, 2009

Skinned Mesh Support

I’ve been working a lot on the skinned mesh support in the engine lately.  I was having a problem with the engine’s 3ds Max exporter crashing when you exported a mesh that contained physique, but I have that fixed now.  If you tried to export a skinned mesh that was not already triangulated (i.e. a NURBs surface), then the number of skinned vertices would not match the number of vertices actually in the mesh data.

I also added some new features to the .fx effect file importer in the world builder.  There were some issues that needed worked out, so that I could load the effect file that is going to be used to render the skinned meshes.

So, I finally have all of the data that I need.  Now I just need to finish the skinned mesh support in the mesh object itself.

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Looking for 3ds max Artist

I’m currently looking for an artist who can create 3ds max physique-based skinned avatar and/or monster meshes.  I’m also looking for a skilled web developer to work on the account management system  If you are interested in contributing to the Been There Game project, then please let me know.  I’d be more than happy to hear from you!

I’ve been taking a break for the last few weeks.  I’ve been pushing myself way too hard for a long time.  However, I’m recharged and ready to finish working on the mesh object code where I left off.

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