Anarchy Arcade (@anarchyarcade) 's Twitter Profile
Anarchy Arcade

@anarchyarcade

There is a hidden world between worlds. A world that is normally only seen through lists, links, and menus. THAT is the world of Anarchy Arcade. - SM Sith Lord

ID: 1080150696

linkhttp://www.anarchyarcade.com calendar_today11-01-2013 16:13:03

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Today I made this helicopter using the input script from yesterday. It hovers w/ 1 raycast, no real collisions yet. Separate intent indicators for movement & aim. LT and RT are hover height multipliers. It does pretty will grinding on the ground, might use it for a hover tank.

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Made this foliage entity pool thing in PlayCanvas that moves entities around to consistent positions as I fly my chopper around. (For performance reasons & also for sanity because I don't want to look at thousands of entities in my scene graph.)

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Got my road generator conforming the mesh to the terrain and finally got it to always render ON TOP of terrain. This conceals the parts of the terrain that actually stick through. Doesn't self-occlude, but good enough for *mostly* flat terrain.

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Rigid-rigged this army guy so he wouldn't be a skinned mesh. Hand-animated him to idle/run/drive/shoot a mounted machine gun. Also added a couple other vehicle types.

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Added a bunch of stuff today like ally units, bullets (the chopper shoots rockets), some sound effects, improved some of the destruction mechanics, wind wobble on foliage, and a single muzzle flash light that teleports around to the most recent weapon that got fired. 🙌

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AArcade: Source tip: The "Object Grab" command (F7) will let you bring things close to the camera to inspect them with your mouse/gamepad. ESC (or START) to exit.

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I got infinite terrain/foliage generation working even at jet fighter speeds. It generates a height map based on the terrain geometry (only for use in the overview map, for now.) It has good terrain/foliage density LODs too that I don't make use of because fog was enough. 😎

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Today I made a logo for the game, made a live map that shows roads/walls/train tracks on it & generates height map based on terrain sampling, added a new vehicle (bomber), adjusted the lighting, optimized the terrain/foliage systems a LOT, and the road system a *little*. :D

Today I made a logo for the game, made a live map that shows roads/walls/train tracks on it & generates height map based on terrain sampling, added a new vehicle (bomber), adjusted the lighting, optimized the terrain/foliage systems a LOT, and the road system a *little*. :D