From time to time we will inform the community of certain areas of Skyline Development. If we have decided to add a new features or new demos in development etc we will try to make a post in this topic.Feel free to leave your comments to help encourage out development team ; )

feb2013 Development Update

feb2013 Development Update

Postby SolarPortal » 20 Feb 2013, 13:04

Hi,
hope all is going well with everyone.
We havent released in the past month due to some major overhauls in skyline. We need to make sure that the new features are stable and usable enough to release with.

Here is a quick overview of whats to come in the next skyline version:
  • New: PhysX is replacing bullet as our main physics engine of choice, bullet will be depreciated out of the system.
  • Physx Features that are in skyline now:
    • Character controller that works with the player camera action for creating most styles of characters for games.
Image
    • RigidBody action, this uses the static/dynamic properties aswell as box, sphere, convex, mesh and capsule body types. It also contains options for allowing collision ontouch, onstay and onleave per rigidbody.
Image
    • self contained trigger volume action with its own microscript.
    • Full volumetric triggers and collision callback to lua script.
Image
    • Physics Raycast
    • stack and throw actions are also remade for the physx library.
    • Physics Ragdoll action, basic but works most of the time.
  • New: Microscripts: these are full lua scripts that are stored with the scene or preset instead of having its own .lua script file. This makes scripts reusable and fast to make any object do a specific task quickly, e.g. using a sound when the object hits the ground or spawns a particle for a torchlight.
Image

  • New: Navmesh using the Recast/ Detour libraries, with full in world debugging aswell as remove and place tiles as not all corners of the world need navigation.

Image

Here are some screenshots of a development level called cornsquare:

Image
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Re: feb2013 Развития Обновления

Postby ant0N » 20 Feb 2013, 14:42

micro scripts... great news! :D :D
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Re: feb2013 Development Update

Postby ucm » 20 Feb 2013, 15:07

These updates are Super Awesome guys!!!!!!!!!!!! :D

On the microscripts; could you have all the variables in Skyline Included Microscripts have their variables defined with a special prefix? like ( sky_ or micro_ )

I ask because that way we would not only be able to instantly recognize the variable's origins but also we'd be able to avoid making our own variables with the same name without realizing it ;)
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Re: feb2013 Development Update

Postby StarFire » 20 Feb 2013, 16:22

Thanks guys =)

Micro Script: Not sure if the naming of variables with a prefix would work, we wont discount the idea though. We would really need to see how this would work out in the development pipeline. Give the micro script a try first then if it is really needed we can update the snippets with the prefix's ;)

The concept was to use the pre-made snippets of code to do common useful things such as make an object respond to a mouse click ( great for non coders), these can then be expanded with your own code.

The Events are just the main event callbacks available and the functions are 1 line commands such as we see in the api.

Note:
Snippets get added to the top of the current code window.
Commands get added/inserted at the cursor position.
Events get added below all of the code.

I am sure once we release this feature there will be many requests for commands and new snippets lol :D

On a personal note, I am finding these micro scripts to be great fun as you can just save your scene and forget about the script. No more unnecessary duplication of script files and chances of them being orphaned.

EG. Use the onCollision_Start() events to trigger a sound when the object collides, then duplicate the object, open the micro script and change the sound file; close and run and you then have 2 objects with different sounds played when the object collides ( bouncing ball making boing sounds ) or a torch that spawns a fire particle when the game is played hehe :D
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Re: feb2013 Development Update

Postby ant0N » 27 Feb 2013, 11:12

Hey guys, what's the news? Very quiet now... :D
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Re: feb2013 Development Update

Postby StarFire » 27 Feb 2013, 13:57

Still very busy with the new features as they have added many areas we need to ensure are stable enough for testing. Also we are having to take time out to earn some money so we can keep on developing Skyline ;)
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