Development blog
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 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.
2014 September 26th
Got the animation data from FBX models exporting into 'smsh' format now.
2014 September 25th
Successfully used Autodesk FBX SDK to load all the existing Collada models for the game and save them properly in 'smsh' format.
2014 September 24th
Still working on getting FBX models imported.
2014 September 23rd
More work on loading FBX files.
Thanks Dysoch for mentioning my game on Factorio forums!
2014 September 22nd
More research into FBX sdk.
2014 September 21st
Started research into the FBX sdk.
2014 September 20th
Took screenshots for new release.
Fixed bug with help menu where material preview would show up at wrong time.
2014 September 19th
Packed up and released a new version of Brutal Nature!