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Schizo Dog | Registered: January 6, 2021 12:14:56 AM
Accepts DMs[✅] Commissions[Maybe] Trades[Friends]About Me: Male | Bi Top | 19 yo | Texan | Evil I am an Amateur 3d artist and programmer, Working on an anthro FPS game series. I enjoy worldbuilding, Art (2d and 3d) and RP. I am a bit asocial but feel free to reach out through discord or notes (though notes will probably take a week for me to find). I really enjoy chatting with other worldbuilders/game developers. Outside of internet stuff, I enjoy bodybuilding and manufacturing guns.Character/Game Info - in gallery folders ⚠️NSFWPlease do not thank me for Faves or Watches through shouts⚠️ Military, Sci-fi and Paw art likely below⬇️██████████████████████████████████████████
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pixels from http://morgh.us/pixelate Favorites
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Stats
Comments Earned: 6
Comments Made: 2
Journals: 8
Comments Made: 2
Journals: 8
Recent Journal
12/7 through 12/11 (G)
2 days ago
I was kind of vague about the ragdoll system in 12/7, because even though it looked great, it was very volatile. essentially, after closing the game, it would somehow almost forget how to work, and need to be corrected slightly (changing scales). i have since had to remove it from the game for the time being. Don't worry though, I will add it back in later. the problem is with the scaling of my rig and its bones. essentially, when i made kreese, i made him exactly 10 meters tall, with him being supposed to be scaled down by a factor of .2 to 2 meters. the problem is that i made the rig around this height. the rig is 10 meters tall, just shrunk down (inside blender) to 2 meters. godot somehow knows the original scaling, and there is nothing i can do to sort of adjust the rig. I will have to delete the rig, shrink the mesh, and then make a new one, which, while annoying, does at least make things simple and give me 1 exact size to work around while modelling.
I have redone the bullet system for the gun. My system was needlessly complex, and even though it had some cool features, they were not cool enough to outweigh the shortcomings. I started with a hybrid hitscan + physical bullet (when you look into games, almost 0 actually use this system). basically, a raycast would go out for some arbitrary distance based on the gun, and then it would spawn a real physical bullet, and push it downrange at the correct muzzle velocity. this naturally would account for gravity, wind, drag, etc. as well as things like semi realistic ricochets.
i replaced that system with the much much more common hybrid hitscan + hitscan-renderred physical bullet. Essentially, the bullet is actually a series of raycasts sort of teleporting across the screen every fraction of a second. the first hitscan/raycast is longer than the others, and then it sort of spawns the hitscan system out of its end. The hitscan system is much more robust, and can still have a mesh or small decal following it at realtime. basically, it still has realistic travel time, drag, gravity, etc. but they are more "added in" than they are "innate". this system is much more common and much more optimized, and will be especially noticable when i add grenade shrapnel.
lastly, i added bulletholes to the game. theyre pretty basic, just a decal, but the class for this stuff is actually pretty complex and cool, so i could eventually add things like spawning wider/narrower bulletholes based on caliber, spawning taller/shorter bulletholes based on angle of impact, spawning diff textures based on material, and even adding a parralax effect to make it seem like the bullethole actually pushes into the object.
there is also a penetration system added to the game (or at least added much easier) with this new system. if it hits something, i can have that "something" contain a penetration strength, which fights against the bullets own penetration and velocity. then, the bullet can run some code, and actually pass through it at a reduced speed and potentially affected travel path. this is actually extremely easy, because the bullet can simeoultaneously know where its going as well as what it is currently in/hitting (not possible with old system). and just ignore the thing it is currently hitting when detecting for collisions on the way to its new path.
PS: just remembered that i added a "unaim" code thing for the guns which can be called when sprinting or whatever. it is currently used for swapping the gun between grenade launcher and gun mode, so that you do not sort of travel through the gun.
the game is in a cool state right now.
I have redone the bullet system for the gun. My system was needlessly complex, and even though it had some cool features, they were not cool enough to outweigh the shortcomings. I started with a hybrid hitscan + physical bullet (when you look into games, almost 0 actually use this system). basically, a raycast would go out for some arbitrary distance based on the gun, and then it would spawn a real physical bullet, and push it downrange at the correct muzzle velocity. this naturally would account for gravity, wind, drag, etc. as well as things like semi realistic ricochets.
i replaced that system with the much much more common hybrid hitscan + hitscan-renderred physical bullet. Essentially, the bullet is actually a series of raycasts sort of teleporting across the screen every fraction of a second. the first hitscan/raycast is longer than the others, and then it sort of spawns the hitscan system out of its end. The hitscan system is much more robust, and can still have a mesh or small decal following it at realtime. basically, it still has realistic travel time, drag, gravity, etc. but they are more "added in" than they are "innate". this system is much more common and much more optimized, and will be especially noticable when i add grenade shrapnel.
lastly, i added bulletholes to the game. theyre pretty basic, just a decal, but the class for this stuff is actually pretty complex and cool, so i could eventually add things like spawning wider/narrower bulletholes based on caliber, spawning taller/shorter bulletholes based on angle of impact, spawning diff textures based on material, and even adding a parralax effect to make it seem like the bullethole actually pushes into the object.
there is also a penetration system added to the game (or at least added much easier) with this new system. if it hits something, i can have that "something" contain a penetration strength, which fights against the bullets own penetration and velocity. then, the bullet can run some code, and actually pass through it at a reduced speed and potentially affected travel path. this is actually extremely easy, because the bullet can simeoultaneously know where its going as well as what it is currently in/hitting (not possible with old system). and just ignore the thing it is currently hitting when detecting for collisions on the way to its new path.
PS: just remembered that i added a "unaim" code thing for the guns which can be called when sprinting or whatever. it is currently used for swapping the gun between grenade launcher and gun mode, so that you do not sort of travel through the gun.
the game is in a cool state right now.
User Profile
Accepting Trades
Yes Accepting Commissions
No Character Species
German Shepherd
Favorite Music
Post punk, post rock, techno
Favorite TV Shows & Movies
Perfume: the story of a murderer, Red Dawn, The Thing, The Beast (1988), Kick-Ass
Favorite Games
Escape From Tarkov, SS13, ARMA, CTA, HOI4
Favorite Gaming Platforms
PC, ps3, ps2, ps4
Favorite Animals
Pumas
Favorite Foods & Drinks
Cactus
Favorite Quote
"i feel like shit"
Contact Information
FA+