// tech lead + game dev 🎮
// director & producer 🎥🎼
楽 // EN+JP OK
> with flatness correction... nice... needs more testing
protip: for world-space normals, use only the 3x3 part of your model matrix... or you will suffer when you normalize 😎
> with flatness correction... nice... needs more testing
protip: for world-space normals, use only the 3x3 part of your model matrix... or you will suffer when you normalize 😎
// backbone gang 😌🙏
// backbone gang 😌🙏
> go out and hire yourself for 30 minutes 😎
I know I have games to cook, but while $ is thin, I'm excited for this ^^ -- critical skill-building, gonna be handling some real-time deep data magic for sure
> go out and hire yourself for 30 minutes 😎
I know I have games to cook, but while $ is thin, I'm excited for this ^^ -- critical skill-building, gonna be handling some real-time deep data magic for sure
-> *this* is the good stuff: here is an Automatic Speech Recognition (ASR) model!
built from ref (arxiv.org/abs/2408.13106) in PyTorch, reads mic input for real-time transcription 😎
- art gen? hell no 🚫
- speech-to-text? hell yes ✅
-> *this* is the good stuff: here is an Automatic Speech Recognition (ASR) model!
built from ref (arxiv.org/abs/2408.13106) in PyTorch, reads mic input for real-time transcription 😎
- art gen? hell no 🚫
- speech-to-text? hell yes ✅
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Available now for the PS2... you wouldn't want to miss out on enjoying this wonderful story now, would you? 😌
#rkggk #GGBDAYDINNER
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Available now for the PS2... you wouldn't want to miss out on enjoying this wonderful story now, would you? 😌
#rkggk #GGBDAYDINNER
... all done over a few days. am happy! 😌
... all done over a few days. am happy! 😌
yesterday actual was mainly tech work...
- inverted CharaController to reduce visual<>physics coupling (4/)
yesterday actual was mainly tech work...
- inverted CharaController to reduce visual<>physics coupling (4/)
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- rigged a camera system, env lighting in test world, and world map select
- refining some system design tricks here to bring back to GiGi (promise!)
#hololive #gamedev #godot
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work cannot stop the power train! 😤
... what is Le Cube up to?
+ core classes are tidier now
+ elden ring targeting w/ attacks rotating to target now! took a bit...
+ level blockouts 🥘ing!
- why build crash on other PC? is this vulkan?
#hololive #gamedev #godot
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uh oh! gigi accidentally beat too much sense into them, so now they can fight back...
➡️ milestone 1: complete! LETSGO (2 more, tehe)
- behavior tree, move + attack ✅
- enemy input + transitions ✅
- death states and a silly basic UI!
#hololive #gamedev #godot
wonder how feasible it is to do away with SDFGI and use some of the truetrace techniques here... writing that down for some distant future side project 😂
wonder how feasible it is to do away with SDFGI and use some of the truetrace techniques here... writing that down for some distant future side project 😂
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please watch gigi knock back and beat up a trio of scrungly enemies 👊😤
NOOO LECUBE WATCH OUT---
- speedran enemy controller + state machine & added knockback!
- last item in M1 was to give the machine a behavior tree so that enemies can react 😌
#hololive #gamedev
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uh oh! hitbox system and attack damage complete, gigi can actually just obliterate you now 😌
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- bone-attached hurtboxes ✅
- each attack has its own anim-triggered hitbox
- the coupling to the flexible stat system is clean asf!
#hololive #gamedev
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gigi can now target an enemy... better run >:D
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improvements:
- gigi's punches have weight and impulse now
- proper input buffer now feeds the state machine
- base for enemies ✅
- enemies (such as LeCube™) can now be targeted + cycled
#hololive #gamedev
- add forward momentum to attacks, then proximal momentum when targeting an enemy
- write an actual input buffer to feed the state machine (fast)
also, here's the game's icon! it is very cute and clever 😌
- add forward momentum to attacks, then proximal momentum when targeting an enemy
- write an actual input buffer to feed the state machine (fast)
also, here's the game's icon! it is very cute and clever 😌