tynet-lichat/shirakumo - IRC Chatlog
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Tuesday, 28th of March 2023, 11:19:21 UTC
11:47:31
selwyn
have you tested openxr yet?
11:47:41
selwyn
i will have time later today
11:48:06
|3b|
ACTION still hasn't gotten past that 1 function :p
11:48:51
|3b|
decided i wanted easier access to some of the data in the file, so started rewriting the parser :/
11:49:02
selwyn
ive been thinking more about gesture recognition
11:50:25
selwyn
i can probably have a good go at making my own library
11:51:19
selwyn
or there is a suitable non open source library i could expose
11:55:00
selwyn
although the library looks very capable, it would be unwise to rely on something i can't extend or change
11:55:18
selwyn
it would also raise the barrier to entry to trial-vr which i might one day regret
11:55:43
selwyn
i finished the gjk implementation but i havent tested shit
11:56:25
selwyn
its a short enough algorithm that it will hopefully not be too far from actually working
11:56:39
selwyn
as i say i tried it on some spheres and it seemed to work
11:58:12
selwyn
haven't done it on meshes yet
11:58:41
selwyn
if its much anticipated i can work on it tonight
11:59:00
shinmera
Nah, was just getting confused with all the XR talk wondering if I had missed you finishing it.
11:59:17
shinmera
Though I won't say no to more work on it of course :)
12:03:00
selwyn
ive taken a vow to work on something related to vr every day even if its only for an hour
12:03:17
selwyn
so i don't lose interest in it, which is partly what happened last time
12:03:35
selwyn
now that ive got the skybox and emacs working in vr
12:04:18
selwyn
theres actually very little to do until i learn or add the necessary features to trial
12:04:30
selwyn
so im happy to work on trial rn
12:05:30
selwyn
ive settled on making a gesture-based physics sandbox
13:43:07
shinmera
Okey, finally have a test setup for IK
13:43:14
shinmera
and unsurprisingly, it's not working right
14:17:29
shinmera
https://cohost.org/shinmera/post/1243991-back-to-animation-st
19:26:54
selwyn
what is an ik pipeline exactly
19:44:31
shinmera
Animations are forward kinematic, the animator says where bones go
19:44:40
shinmera
but that will clip into geometry on uneven terrain
19:44:57
shinmera
so you need inverse kinematics mixed in to make sure the feet plant onto the ground right, or the hands touch the walls, etc.
19:45:36
selwyn
so ik is like a pass that modifies animations?
19:45:46
shinmera
in my ideal vision the engine will be able to import information about which IK systems to define, what constraints to place on the bones, and how strong to blend the IK with the FK.
19:46:08
selwyn
that sounds bastard difficult
19:46:22
selwyn
but it has been done many times before i suppose
19:49:43
shinmera
Sure. There's no standardised way to import the info though
19:49:48
shinmera
which is very annoying to me
19:50:52
shinmera
nothing in gltf at least.
19:51:08
shinmera
and from what I hear from other gamedev people, no standard workflow either.
19:51:15
shinmera
just doing it in-engine manually lol
20:39:23
shinmera
What's still left to do:
20:39:42
shinmera
2. add easier ways to integrate raycasts and other targeting mechanisms
21:06:24
selwyn
sounds like it's nearly done then?
21:06:44
shinmera
the entire animation pipeline isn't optimised
21:06:53
shinmera
consing is all over the place
21:37:34
selwyn
now im too tired to do anything lol
Tuesday, 28th of March 2023, 23:19:21 UTC