This is our development blog! We have been maintaining this blog with updates for over 1000 days now, starting June 10th, 2013. Here you can read about the work that goes into making a game as complex as Brutal Nature:
2014 October 16th
Was up till 5am last night working on the animation code. Finally got the new bear model rendering correctly.
2014 October 15th
Still working on getting the model imported correctly. Made some progress, found another minor bug or two in the animation code.
2014 October 14th
Bought a very nice bear model with animations today. Started work on getting it working in the game as my model importer code does not seem to read it correctly.
Fixed a bug with animations that had vertices bound to more bones then the GPU skinning shader supported.
2014 October 13th
Finished redundant vertex reduction. Vertex count of models reduced 50% to 80% without loss of triangles.
2014 October 12th
Started work on adding redundant vertex reduction to the model exporter.
2014 October 11th
Got GPU based skinning working correctly. Went much easier then I thought.
2014 October 10th
Started work on implementing GPU based skinning for the model animations.
2014 October 9th
Got projectile collisions with animated models working correctly.
2014 October 8th
Added per animation bounding box data to model files.
2014 October 7th
More work on animation framework. Did some refactoring so that animations are simulated server side as well so collision can be done correctly.
As expected, getting animations working well will take this entire release cycle. Collision code has to be tweaked and the skinning code has to be optimized heavily, most likely shifted to GPU skinning.
2014 October 6th
Bug fixed and optimized animation code.
2014 October 5th
Added animation switch between idle and running.
Running animation speed now depends on the actual speed the NPC is moving.
2014 October 4th
NPCs now play a death animation when they die.
2014 October 3rd
Added support for multiple animations in the model converter.
2014 October 2nd
Got meshes with animations in separate files loading.
2014 October 1st
Got rescale and offset of animations working correctly.
2014 September 30th
End of another great month! This month the networking API was upgraded to RakNet and the tutorial quest has been overhauled.
Today, I finally managed to get an animation playing correctly! It was a lot of hard work getting the very last bit working but finally, its done.
Still a number of things to clean up and tweak however.
2014 September 29th
More work on getting animations working.
2014 September 28th
First rendering attempts of animation data. Currently renders various flavors of polygon soup but that is to be expected when trying to get animations working.
2014 September 27th
Imported animation data into engine.