Saturday, September 29, 2007

Havok4 Beta Grid

After reading a post on the Second Life Blog about the upcoming physics update I decided to go check it out on the Beta Grid. I don't know much about the technicalities about what they are changing but it was mainly this blurb that made me curious:

"Some slight dynamic changes - avatar movements have changed slightly"

Firstly, the spacebar does not work quite like it did before. Previously, you could achieve a bit of a slide across the ground by using the spacebar or in the air. This—although technically a bug—has been used but quite a number of people as part of their fighting style for C:SI and other similar combat systems. The debate over whether or not it is an acceptable action should come to a grinding halt when the Havok4 physics stuff is on the main grid. Spacebar works only to stop the avatar's momentum. It will not give any sort of speed increase whatsoever.

Sliding along the ground does not appear to happen anymore. This was always an annoyance: tripping over a prim and going sliding across half a sim was just annoying. I have not tested this to my satisfaction yet, but a number of perfectly level floors with a prim added that would have normally caused a slide has yet to cause any sort of sliding.

This is good and bad. I'll just have to rewrite a couple of scripts (probably minor changes) to make them work as intended since they were designed with the sliding problem in mind.

There also appears to be a new llMoveToTarget bug introduced. If the avatar is standing still then a llMoveToTarget simply will not work until the avatar starts moving. I need to do more testing for this, but I think applying a small push will help.

Anyway, I'll post more if I figure anything out.

Havok4 Beta Grid

After reading a post on the Second Life Blog about the upcoming physics update I decided to go check it out on the Beta Grid. I don't know much about the technicalities about what they are changing,

Monday, September 24, 2007

Ice Cave

I just uploaded some snapshots of the ice cave I've been working on as a sculptie learning project. Here is a link. The sun is set to midnight and I have the RenderGlow option in Debug settings enabled.

Let me know what you think!

Sculpties

I still have several projects up in the air, but mostly they have been pushed aside for the moment while I try to learn some more about making and texturing sculpties. When I get home today I think I am going to try to make a mannequin sculptie. Last night I figured out lighting and shadows to an extent. I would post a snapshot but I'm at work and cannot get on Second Life to get any. Besides, the snapshot would be rather boring anyway.

Monday, September 3, 2007

Couple of Links added

I just added a couple of links under the Tutorial section on the left side of the page. The basic script examples page has several scripts that were written with the intention of teaching some basics about scripting in Second Life. The double tap detection script is an example of how a script can detect a double tap on the keyboard (useful for dash/dodge type things). I'm sure there are ways in which it can be more efficient or accurate, so it might get updated from time to time.

Thursday, August 23, 2007

Eyana's Evasion HUD released

The Evasion HUD is ready and for sale in-world and at SLExchange. Click the vendor in-world for a notecard or visit the SLExchange item listing for details.

Also, join the group "Eyana's" for product announcements and freebies and stuff!

Wednesday, August 22, 2007

Dashing and Double Taps

Projects have been coming along the past few weeks until yesterday when I started and finished the basic working bits of a new project. I made a dashing system. It is somewhat similar to dashing and dodging found on SL already in other combat systems, so it's not an original idea.

I started doing this to finally figure out how to detect double taps without needing to use complicated timers. Currently, I have the double tap detection function with a maximum of a half second delay between button pushes. Originally I had it at two-tenths of a second, but after handing a test version to someone it was apparent that would be a bit too fast for some people. I may, or may not add a customizable option for the delay speed so people can set their own preference.

The only thing it truly needs right now is a limit. Right now it can be used infinitely which—although it's really fun!—is not exactly fair and balanced for use in certain combat systems.

It works in mouselook mode and the default third person camera mode, but it is designed with the mouselook mode user in mind. Dashes are done on a horizontal plane while on the ground, but if the person using it is in the air then they can dash at any angle. This seems like it could be a lot of fun for sword- and gun-play.

Not only do I plan to include this with my swords (when I finally finish making animations—ugh!), but I am going to package it with any guns I make. There is a chance it will be added to the Ninja HUD, but I'm somewhat worried about including it in something that does not attach to a standard weapon spot such as the Right Hand attachment spot for most swords and guns. The reason behind this is that it could be misused as a sort of cheat while sparring with any combat system that has a similar dash or dodge capability. I tested with one of my C:SI swords and sometimes would get a C:SI dash and sometimes my own and sometimes both. It would be pretty obvious if someone was using this in combat: the sound is different and the movement speed is different, as well as the distance traveled (I think).

I have a few more ideas that I may try to get working if I can figure out the mathematics involved. Math is by no means my area of expertise. I'm more into classical rhetoric than crazy math. The ideas I have that I want to do are definitely beyond my current understanding and I don't know if there will be an easy way to cheat through it by guesswork. Then again, while I worked on the dash script I was nearly pulling my hair out from attempting something so overly-complicated and unnecessary when there was a much, much simpler way to approach the whole thing.

Actually, now that I've typed all that mess about not being able to figure out how to do what I want I think I have a half-baked idea on how to do it. I'll have to try later tonight.

On a side note, some of the gadgets from the Ninja HUD will be available for sale singly, possibly with more features and options. Namely, the Water Walking gadget and Smoke Bomb Escape will be made separately.

I think I will make a double tap detection template script for my LSLWiki page.