Chronicle Overview
August 25, 2021
August 25, 2021
A 3:50 video of the "game" serving as a sandbox to test out new features. The in-game UIs are done with Dear ImGui. Below is a list of timestamps with brief descriptions.
0:00 = Lists worlds available to load
0:10 to 0:20 = Shows a controllable first person character capsule collide with static and dynamic objects in the world
0:21= Shows an object spawner above the tree spawning in more cubes at random intervals
0:24 = Switches to a debug fly camera
0:30 = Selects the animated character and shows some of the debug menus, featuring mainly rendering debug commands, plus all components on the debug target
0:46 = Opens up the animation debug menus and adjusts the animation graph inputs to the targets
1:48 = Cycles through objects in the world to view their information
2:14 = Selects a different world to load
2:18 = Shows character capsule collision interactions again
2:45 = Opens TestSpawn debug menu to spawn 100 animating XBots
2:59 to End = Shows Tracy profiling tool to explore the multi-threaded engine update by zooming in and out to highlight different profile markers setup in the engine
A 3:09 video of the Object and World editors I've built to make editing data easier on myself. The tools are all built using Qt. They also leverage Ponder for a reflection system to create generic UIs. Below is a list of timestamps with brief descriptions.
0:00 = Selects the mode in which to start the editor (Chronicle or Animation)
0:06 = Shows ability to switch styles
0:10 to 0:23 = Uses resource browser to find XbotGraph.crObject to open for editing
0:25 to 1:00 = Explores different components on the object to show editable properties
1:04 - Edits translation on the object's Position Rotation Component to show edits in real time
1:12 to 1:30 = Adds some new components to this object, specifically: a first person camera and a player controllable component, which make this object something the player could control in game
1:42 = Opens a world from the resource browser
1:52 to 2:03 = Shows ability to click viewport and select objects in the world
2:04 = Opens up components on selected object to show re-use of UI from object editor
2:28 = Adds another tree to the world
2:39 to 3:02 = Edits new tree's properties to show that A) edits to this instance of the tree don't affect the other tree in the world and B) edits take affect instantly
A 3:26 video of the other editor mode for Animation. It's used to edit all animation related data from clips to blend graphs. Below is a list of timestamps with brief descriptions.
0:05 = Selects the ErikaSet (animation sets are what I use to describe all the assets a "character" uses, rig, clips, graphs, etc)
0:09 to 0:35 = Shows playback controls for clips
0:36 to 0:58 = Switches to XbotSet and plays some clips from it
0:59 to 1:37 = Shows graph preview controls
1:40 = Shows clips with triggers (frame markers that currently are just used to line up blending animations)
2:19 = Shows the AnimationSet editing UI
2:42 = Shows Animation State Machine UI
3:08 = Shows Blend Graph UI
My plan for the next post is to go into some more detail about the Chronicle object system.
PhysX 3.4 - https://github.com/NVIDIAGameWorks/PhysX-3.4
Ponder - https://github.com/billyquith/ponder
Qt - https://www.qt.io/
Open Asset Import Library - https://github.com/assimp/assimp
Tracy - https://github.com/wolfpld/tracy
Dear ImGui - https://github.com/ocornut/imgui
www.mixamo.com - Most of the skinned meshes and the animations
Introduction to 3D Game Programming with DirectX 11 - Tree, cube textures, and platform meshes
www.patreon.com/quaternius - Multiple meshes including the rifle held by animated characters