Piko3D

Work in Progress: Inverse Kinematics

April 19th, 2018

Hi Peeps!

We’re back at it! It’s not that we haven’t been working on anything. Its just that we haven’t posted about it πŸ™‚
Time to make up for it! We’ve created another video about some work Micron has been doing on Inverse Kinematics. It’s not completely done yet, but it’s a nice bit of progress to show you.

This video shows how our character tries to reach for the red cube while observing the limits of his left arm, and the joints-limits in his wrists and elbows.

We’ll try to be a bit more active over here! We already have another video planned πŸ˜‰
Hope you like the video!

Regards,
Wracky

Piko3D at Revision 2018 Demo party!

March 30th, 2018

Another post! Why not πŸ˜‰

We’re currently enjoying the Revision demo party again!
No demo this year πŸ™  We had some trouble getting our creative juices flowing again,
But not to worry. New stuff is in the works!

I’m currently using the time here to improve culling on cascading shadow maps, and wrapping them up.
I’ll see if I can post another screen shot about it soon-ish.
Micron is working on joint limits for IK which is pretty complex, but a lot of fun to look at πŸ˜‰
Paramike is looking to improve our renderer further, while Furos and Cisst are working on game art and game ideas.

So yes! We’re not dead! But it’s always difficult for us to start a new project and get everything going again!

Keep ya posted!
Wracky

“KillVector” made 4th place at Revision 2017 game compo

April 22nd, 2017

So! We made 4th place with our demo “KillVector” at the Revision 2017 game competition. 

The game compo was really close! And even though we didn’t make it into the top three, we did have a lot of fun (and stress) getting our demo out in time. We’ve learned a lot in the process, and our Piko3D engine has been improved a lot over the last couple of months.
I’ll try to update a bit more frequently this year, and keep you posted on our progress.

I would like to give special thanks to Dascon who provided us with menu and gameplay music for our demo.

You can download our demo release at the following sites:
pouet.net: https://www.pouet.net/prod.php?which=…
demozoo: https://demozoo.org/productions/170870/

or directly from scene.org:
https://files.scene.org/view/parties/…

We know the game still has some issues, but it’s still fun to play. If it crashes on you while switching resolutions, just restart. It will have saved your settings πŸ˜‰

You can watch the full competition here.

Regards,
Wracky

Another Demo! @ Revision 2017

April 16th, 2017

“This gonna be an annual thing with you Manny?”- Velasco – Grim Fandango

Well I hope I can update a bit more often in the upcoming year, but I’m here to tell you now:
WE HAVE ANOTHER DEMO ENTRY!

We’re entering into the game compo at Revision 2017 this year, with your game called “KillVector”.
It’s a gravity-twisting FPS for up to 8 players, and it will feature on the revision live stream today at the end of the compo-block between 18:30 and 20:00.

You can watch the livestream here!: https://2017.revision-party.net/live

I’ll see if I can provide a download link here later.

See ya!
Wracky

 

Piko3D @ Revision 2016 Demo party

March 25th, 2016

Hey hey!

We’re currently atΒ Revision demo partyΒ !!
In the last few months we worked hard on a demo, but alas, it is just not finished.
Even if we got everything to work, we just can’t get it at the level of polish that we want it to be.

Perhaps next year eh?! Well as always, lots of time to build cool new stuff,
and admire other people’s work πŸ˜‰

Regards,
Wracky

Progress report! FBX Support, Particle emitters, physics picking and Character controllers.

January 15th, 2016

Hey Everyone!

A lot of stuff happened since the last update I guess!
Let’s talk about the things we added since the last update! (which was ages ago!)

Micron has been especially hard at work!
He has used Autodesk’s FBX SDKΒ to add support for FBX files to piko3D.
We can now models and animations from FBX files, which can be used to export models from 3DSMax and Maya, as well as Blender, to name a few. He also added support for specific prefixes, similar to those used with Unreal SDK, that enables artists to specify physics proxies directly in the model.

I’ve been working on a particle emitter, that can help scripters deal with particles in an efficient way.
It doesn’t provide any functionality that couldn’t also be made entirely in script, however the native implementation will make it a lot easier and faster to handle large amounts of objects in this way.
I’ve also been working on sprite particles, which I will finish at a later time. This will offer a nice way to do things like smoke, fire, or rain without too much hassle!

Picking! We already had pixel based picking, but we’ve added physics based ray-picking as well, which is a powerful tool for our game developers. Nice for building guns, or for use as a type of sensor via script.

In all that “Excitement” Β Paramike also optimized our renderer and is working hard on improving threading and memory management, and a preliminary test with a couple of thousand objects has already resulted in a speed improvement of around 40% on rendering! Woohoo!

So even though there were things like, DragonAge Inquisition… The Witcher 3 (Go and play that if you haven’t yet!) and Fallout 4, we still managed to make some things happen πŸ˜‰
I’ll try update a bit more often πŸ˜€

Alright! That’s it for now.
Thanks for reading!

Wracky

 

 

 

We made a thing! (Revision 2015 Game compo entry)

April 4th, 2015

RevisionSo yes, we fixed a LOT of bugs in the last couple of hours, and we turned a strange spaceship and some bullets that couldn’t hit anything into a small game! Sadly, we didn’t have time to finish the sound effects, but HELL we wanted to finally release something πŸ™‚ Besides, it’s in space. There’s no sound in space πŸ˜›

Piko3D @ Revision 2015 demo party

April 3rd, 2015

Hey peeps!

Here we are again! We’re at the Revision demo party again!
Always a good time to get some marathon coding done πŸ˜‰

Let’s see what we can come up with this year eh? ProbablyΒ lot of bug fixes πŸ˜›

Regards,
Wracky

Switched to VS2013 and 64bit

January 8th, 2015

Hey everyone!

Nothing big yet! We’re still gaming too much it seems πŸ˜›
Anyway, Paramike took the time to convert Piko3D and all it’s dependencies to Visual Studio 2013!
We’re using Visual Studio 2013 Community edition right now! It’s free an pretty awesome πŸ˜€

I was hard at work on a map/dictionary addon for Angelscript. I was making good progress, but when I asked Andreas (The man behind angelscript) for some tips, he pointed me to Sami Vuorela’s “Angelscript Addon: Template Containers“, or AATC! It’s a set of angel script addons that provides implementation and bindings for the most familiar C++ stl container types! Seems like he beat me to it πŸ˜‰ Since it nicely shares code between the different containers, we decided use AATC instead of building our own.

Meanwhile, Micron has been working on his character controller class from time to time, and it’s shaping up to be a really nice thing.
Hopefully we can show you more of that, in the form of a new video, soon.

Alas peeps! Progress is slow, but we’re making nice stuff, and we’re enjoying ourselves πŸ˜‰
Talk to you later!

Regards,

Wracky

At it again!

September 11th, 2014

Hey Peepz!

A lot of gaming (Wildstar!) has been going on lately, but tonight, we’re coding Piko3d again!

Knights of the Laptop Table

Hope to have something new to show you soon. πŸ˜‰

Regards,
Wracky

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