This post is NOT about Metal. I promise.
I’ve been working on a little side project during the last couple of weeks using two of the newest Crimild’s improvements. Here, take a look:
So, what’s going on here? The game idea is pretty obvious: it’s a platform game. You walk or run and then jump to reach another platform. Or you can fall into the abyss until MAX_FLOAT happens.
But there are two mayor “new” features working together here for the first time: animations and physics.
I introduced the new scene importer earlier this year, now supporting FBX and other file formats thanks to the Assimp library. What’s different in this demo is the use of a new Animator component, allowing us to set states and transitions between poses based on predefined rules.
For example, you can transition from idle to walk animation by linking them with the current horizontal speed. Or, you gan go from any given state to jump if the vertical speed changes. All this is combined with a character controller that reacts to user input.
On the other hand, the Physics system has been improved by supporting different colliders (like box, capsule or mesh). The RigidBodyComponent has been greatly enhanced, too. And all physical objects can now be created from Lua scripts as well.
At the moment, both features are in the “experimental” phase but I’m assuming they’ll be production ready before the end of this year.
That’s it. Let’s go back to Metal…