SonicGLvl - Doppelganger mission ghost playback
Автор: Darío
Загружено: 2013-12-30
Просмотров: 22141
This is a feature I've been working on for the rewrite of SonicGLvl (v0.9). The goal of the feature is to provide a way to visualize and have a reference of the path the player takes during a regular playthrough. The ghost data played here is the one from the Doppelganger mission, and it should be possible to record our own either by doing an injector or finding out how to enable the "GhostRecorder" class, which is still left over inside the .exe.
The next version of SonicGLvl is a complete re-write of the entire codebase and redesign of how the object database is managed. Since the first versions of the editor were based from a design of just being a simple object editor, it got very hard to expand its features properly without everything getting very messy. The new design of the codebase now has a completely independent library that handles most formats related to the game, while the project for the editor itself just handles anything related to the interface.
Some of the best improvements from this redesign will be, for example, the inclusion of an undo/redo system and the ability to manipulate almost anything on the level, not exclusive to objects alone. Other experimental features done so far are the usage of the Havok SDK for displaying collision (and animations in case of the ghost), FBX Importing/Exporting instead of relying on Ogre exporters, support for .model files for representation of objects, dynamic terrain streaming for loading a level, and lots of precision improvements to the movement system. I'd like to showcase some of these features later on as they get more finished.
Version 0.9 has no expected release date as I'm just actively developing it until it gets to a usable state. At the moment it is nowhere near as feature complete as the latest stable release, since everything is being re-implemented from scratch. It's pretty much impossible to develop a stage as it is right now. Since my current aim of the editor is developing a level myself instead of editing existing ones, I'll make sure to add as many features as possible to make the workflow much easier. It currently spans over 20k+ lines of code, and there's still a lot more to write.
Have a happy new year!
Go to 3:38 if you want nausea.
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