Archive for the ‘Uncategorized’ Category

About Blight and Premake

Saturday, November 16th, 2019

Never got around to posting about this! But we DID have another entry in the Revision 2019 Game Compo, and won 3rd place! It is called “Blight” and you can watch it here, and download it here!!

Initially our plans for a demo fell through, and we weren’t able to get anything good done. BUT we did come up with a new idea, and went into “crunch mode” for a month, to make “Blight” and win 3rd price at Revision! We had a lot of fun, and even though we only had time left for 10 levels, I think it turned out pretty sweet πŸ™‚

And now for something completely different. We’ve been using Premake for piko’s build script generation for almost a decade now, and I think it doesn’t get the love it deserves! It is a great tool for managing source projects, and build configurations, and has served us REALLY all this time. It is powerful enough to the point that if I’m struggling with a project’s build config, I’ll often turn to premake and add my own premake file to the project and generate my solutions with it, because it is JUST… EASIER! It gives you full control on how you structure your project, and how you arrange your files.

So if you ever need to maintain projects for a small, or a large source repository, or want an easy way to convert your projects to other build environments, or upgrade them (Easier than CMake or whatever you’re used to :P), maybe give Premake a chance! (And I mean not just for hobby projects! We’re using Premake at work too!)

Well that’s it for now! We’ve started working on something new again, perhaps more on that later!

– Wracky

Piko3D @ Revision 2016 Demo party

Friday, 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.

Friday, 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 SDK 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”  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