Just getting the welcome screen work done complete with text box where you put in a display name to show above your head for others to see and getting the position, rotation signalling done up and the basics of the avatar animation system, probably a few days away from going ALPHA!
Of course we need a way to tell who is who before even the ALPHA stage of development!
I been hard at work getting the very basics functioning for a New Years start to the ALPHA phase of development where I can invite specific people on for testing the things we have so far.
What will be tested?
Once the tests have been concluded and any bugs have been squished, the next part of ALPHA will begin which is to add in asset storage system, inventory system and then build tools, then later on in ALPHA we will add in avatar customization features!
Took some time to improve the Crepuscular Rays aka God Rays from the sun, they really carry now through the tree limbs!
Please excuse the video quality, trying to find a way to improve recording quality on Linux, I'm even now using OBS Studio yet the quality is never HD, if anyone knows how to adjust this on Debian/Ubuntu systems, let me know!
Been working on getting the binary version of GLTF working, this is the official supported file type for Terranova Engine. Exporters for various 3D design software will be listed on the website before BETA begins as well as any other required setup adjustments that may be needed before using exporter.
The main advantage of the binary GLTF format (.GLB) is that everything is saved into one file for upload, skeleton, animations, materials and textures! There is no having to configure or script anything once you have uploaded into Terranova Engine!
The character model here is used for demonstration purposes only and is low poly.
The model is shown here looping through it's various animations.