Provide myself a crash-course in modern C++ programming techniques and the latest and greatest in rendering
Make a cool little octopus demo
Progress Milestones
9/7/2021
Adapting spider walking algorithm to work with tentacles, retargetting animations blend together so tentacles never appear too snappy
9/2/2021
Setting initial targets for each tentacle, and moving octopus transform using translator...
8/28/2021
Due to how models were imported, the main transform of the octopus model was being given a local_scale.z of -1, which aggrevated the quaternion math for deriving the orientation of the tentacle needed to reach the target. Now fixed using matrix math fully, works when octopus is in any orientation!
8/21/2021
Updated model with subsurface reference material, more tentacle bones, and a bit of webbing
Naive tentacle script to curl bones around target point - doesn't yet aim towards target, just matches distance
Code necessary to aim tentale's root bone towards the target, from global to local-bone-space, works great --- except it's requiring using a magic value to reverse the z-axis? Something smells...
Single tentacle targetting point great! Easily generalize to all tentacles
8/19/2021
Adding new components member to existing wiScene to allow for generic component retrievable functions
Using more ergonomic query system (c++20 is fun!) to get the octopus tentacles out into new vectors for use in procedural animation
Simple animation to move newly gathered octopus appendages!
Import and integrate existing Translator tool from the Editor project to allow for playing with objects during game execution
Now with new translator inside the executable, I can successfully have the octopus wear the teapot. Finally.
8/18/2021
Created a simple octopus model in Blender rigged with some tentacle bones
Exported as .GLB and am able to view in the existing Wicked Engine - Editor
Went through simple tutorial for setting up 2D and 3D rendering, modify somewhat to allow for strobe lights