Time to remove that grin from my face
Thursday, May 28th, 2009I’m basically looking for a new job. If you want to know the details, if you have a nice position to offer, or if you just want to say hello, please use the previously created email.
I’m basically looking for a new job. If you want to know the details, if you have a nice position to offer, or if you just want to say hello, please use the previously created email.
Please use this new email from now on. Hopefully that one will remain active each time I have issues with this website.
I just noticed this post here, that I somehow missed before. I suppose it means game development was immature at Grin before February 2009? This might explain that.
Here is a small “character slicing” demo that I was working on recently. It started as an innocent discussion at work. Somebody asked if it would be technically possible to cut a character at runtime with an arbitrary plane, and have the cut pieces continue using the character’s animation file for some frames, before going ragdoll. Some people said “forget it” because of the huge amount of work involved. I said “yes you can”, and then went ahead and proved it:
www.codercorner.com/Code/CharacterCutDemo.rar
The demo was made at home in the evenings, using an old Unreal character. Here is a video featuring a more modern character:
http://www.codercorner.com/Movies/CharacterCut.avi
There is a ridiculous amount of steps in this algorithm, although all of them are relatively simple. On top of my head:
I’m glossing over a fair amount of minor details and potential refinements, but that’s the rough road map.