3DS Max Exporter and Character Animation


I wrote an exporter for 3DS Max that exports it to my own file type. To test that it was working, I had to add character animating to my DirectX engine (aka skinning). Unfortunately, the actual exporting process is rather dull to look at, so I’ve instead posted a video showing the finished product of the character animation. Skinning is a pretty interesting process. Each vertex is affected by up to four bones, and is assigned a weight by how much they are affected by each of those bones. In a character animation shader, the vertex needs to move relative to its attached bone. This is accomplished by moving the vertex into world space, then using an inverse bone matrix to get the vertex in bone space, and finally multiplying by the bone matrix at a specific time t, to get where the vertex should be. After determining a vertex relative to a bone, you multiply that position times the weight of the vertex to that bone. Finally, add up all the positions, and you have skinning! It’s pretty cool to find as much complexity as there is in something so easy to take for granted.

This model was provided by my Professor Jani Kajala.

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Roguelikes: An introduction

If you know anyone who is fanatically into roguelikes or you’ve always wanted to try them yourself but have been intimidated by the insane control schemes and ascii graphics, this is a guide for you. The intent for this article is to provide a series of games ramping up towards the more esoteric roguelikes. Anyone who knows how to use a mouse will be able to move up this list. Each one will delve a bit deeper into what makes a roguelike tick, so it should also help you figure out whether the genre is for you without having to commit the time to learning the controls and what the symbols mean in the more complex titles. The goal is to get you to a place where you will feel comfortable picking up Nethack which is about as big, complicated and nasty as roguelikes get.

A quick bit about where I’m coming from: I have been interested in roguelikes for years, had downloaded Nethack many times only to become frustrated by the unintuitive controls. Shortly after beginning games I would get confused and feel totally lost, then would proceed to promise myself another time when I’m more patient I would revisit. These were games I found that got me to enough understanding of the genre to feel more comfortable diving into more complex games. Some people may argue that not everything on this list is a true roguelike. To them I say: fuck off.

desktopDungeons 1. Desktop Dungeons: You can bust through a game in 10-20 minutes. It’s played entirely with a mouse and is extremely easy to understand. The different race/class combos will give you a different play experience each time you start it up. The different dungeons give it even more variability. It is insanely simple which is both its biggest plus and its biggest minus, but probably the most accessible roguelike I’ve ever played.

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Dice and Storytelling

LastNightOnEarth

When I play board games I tend to get a bit… competitive. More so than I would like to admit. Consequently, I tend to be pretty irked when randomness gets in the way of a good competition. I prefer something like Puerto Rico to Race for the Galaxy (but love both). It’s rare to find games like Puerto Rico with almost no luck involved at all, however. Usually I settle for a game where luck is the least important factor. One of the reasons I love Modern Art (the game, not the movement) is that while the paintings you get are random, you get the vast majority of them up front. How and when you play those paintings is what completely changes the gamespace from game to game, not the random distribution of cards.

Randomness can completely undermine carefully planned strategies. There are a lot of examples of this in board games, but one that sticks way out in my mind is Twilight Imperium. This game is a complex game of diplomacy, warfare, and science. It’s a 4X game that feels somewhat like playing Galactic Civilizations 2 with a small hex grid. There’s lots of complexity and great choices to made throughout the game. However, the fights in the game come down to rolls that can instantly destroy a plan made over several turns. Even if you get a series of good rolls and somehow pull off something you shouldn’t have been able to, how good do you feel when your win wasn’t even your fault?

Apparently most people feel pretty damn good because there are a huge number of games revolving around luck. The popularity of gambling makes this evident enough. For me, though, I don’t want luck in my competition.

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Ra

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Ra is an exceptionally simple and elegant board game. Players typically can only choose between two options on their turn. The first option is to draw a tile from a bag and add it to an increasing pile of tiles on the game board. The second is to declare Ra which starts an auction for all the tiles in play. You either choose to increase the value of the pile, or you decide the value is great enough for the bidding to begin. What makes Ra so interesting is how much depth and strategy emerges despite having only two choices per turn. Conceptually, if a player just played randomly, they would choose their best option 50% of the time which makes its depth appears limited.
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Cowgirl and the Mushroom Men Genocide v1.1

I’ve been working on improving the game I made for the tigsource Assemblee competition recently, and I think the game has become a lot more fun. You can download the game here. I used CamStudio and Windows Movie Maker to make a simple trailer, but I had trouble getting decent a decent quality image. Still, it turned out alright. You can watch it below.
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Genre Strengths – Dungeon Crawl

Etrian OdysseyExample games – Etrian Odyssey (DS), Shiren the Wanderer (Wii/DS), Diablo 2 (PC), SMT: Strange Journey (DS)

This is a quick look at some strengths of the genre with examples from games that use them well. This isn’t intended to be comprehensive, just a quick glance of stuff I would try and utilize if I were making a game in this genre.

Exploration: One of the strongest pulls of a dungeon crawl is wanting to see what’s around the corner. Typically a level of a dungeon crawl begins with exploration and ends when the map is fully uncovered (or at least proceeds to a boss fight).
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New Webpage

I have decided to revamp my webpage using Wordpress for ease of editing and formatting. I am toying with themes right now, but even this starkly basic one looks better than my previous website. Using Wordpress will allow me to treat this website like a blog as well. I plan to try to add content to this website once a week to keep my writing skills sharp. I’m not promising any consistency across the posts as of yet other than that they will be about games video games, board games, and programming.

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