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Immersive first-person parkour in a surreal, physics-driven voxel world. Every move can modify the environment. Surfaces pop in and out of existence at will.

Post news Report RSS Screenshot Saturday 169

HECK YES I finally got SSAO working. Also more progress on the new character model.

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This week I finally implemented SSAO! It’s pretty basic, but it works.

Check out the effect source code here.

It’s a big deal for me because I tried it once before and it came out like this:

I’m also still working on the player model. I think it’s close to being in a usable state. What do you think? Is that a ponytail, or a brain slug?

Like I mentioned last week, I’m using Rigify to rig the mesh. I wrote a little Blender operator that bakes all the IK animations into a format I can use. If there’s interest I’ll post an article soon about the whole process, because Rigify is surprisingly hard to find information about online.

Lots of other stuff is happening too, it’s just not very screenshotable. For example, I finally figured out a way to prevent people from infinitely spamming the wall-jump straight up a corner, and I did it without nerfing legitimate wall-jumps at all. Great success!

That’s it for this week. Thanks for reading.

Mirrored on my blog

Post comment Comments
sHaKeNbAkE..
sHaKeNbAkE.. - - 289 comments

Great update...look forward to playing your next build.

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Flash_Monkey
Flash_Monkey - - 42 comments

i like the new modell :)

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thedarkgod
thedarkgod - - 32 comments

Lovely progress, the character model is really taking shape.
It might just be thanks to the perspective, but the characters legs look oddly short, according to the common 8-head model the legs should make up about half of the total length.

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