Reworking the model import pipeline
Just a quick update.
I've been working on getting new set of models into the game. Doing that I ran into a very common problem - models tend to have arbitrary hierarchies and transforms.
For context, Ex Nihilo is built on a custom engine that I've been working on over the past 6 years or so.
So when you try to untangle that to just "Here's the Geometry. Here's the Material, Here are the animations" - it just doesn't work. It would be possible to make it work, but you would have to write a lot of extra code to achieve that.
So I finally gave up, I decided to support these arbitrary hierarchies inside the game. This adds a bit of overhead in terms of performance, but the asset pipeline gets so much easier that it's worth it.
Might is Right
Turn-based strategy with RPG elements
Status | Released |
Author | LazyKitty |
Genre | Strategy, Adventure, Role Playing |
Tags | 3D, 4X, Chess, Exploration, Fantasy, Procedural Generation, Singleplayer, Turn-based |
Languages | German, English, French, Russian, Chinese, Chinese (Simplified) |
More posts
- Major post-release patchDec 16, 2019
- Bugfixes, performance improvements and level updateNov 11, 2019
- Demo versionNov 09, 2019
- Patch 1.3Aug 22, 2019
- Patch 1.2.1Aug 18, 2019
- Patch 1.2Aug 12, 2019
- Achievements, balance update and more in Version 1.1.1Aug 06, 2019
- Patch 1.0.1Jul 27, 2019
- Version 1.0 is here!Jul 24, 2019
- Upcoming features!Jul 17, 2019
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