Orx Live Session #2: Data-driven debug & inputs (physical vs virtual)
Автор: Orx Engine
Загружено: 2022-05-29
Просмотров: 376
Описание:
Live session held on Discord with the community.
Today's showcased features were: data-driven debug + inputs (physical vs virtual).
Our approach to data-driven debug is non-intrusive, i.e. it doesn't require any code changes nor anything that could affect our shipped game by mistake.
Other topics that came up during the Q&A phase, in no particular order, are:
Local-only config override
Offscreen rendering and data-driven rendering pipeline
Using a spawner to generate a simple crowd
Simple shader override
If you run into any problems or have any questions, the community on our Discord server will be happy to help you out: https://orx-project.org/discord
Chapters:
0:00:00 Introduction
0:01:44 dev.ini: local-only config override
0:03:39 Dynamic label (e.g. current animation)
0:06:12 Customizing labels (e.g. color)
0:12:22 Stable labels with IgnoreFromParent
0:14:38 Offscreen debug rendering
0:24:42 Real example of debug viewports: Little Cells
0:27:30 Using markers instead of labels
0:28:31 Virtual inputs: reviewing the Character class
0:33:00 NPC class: monkey brain randomly pushing buttons
0:36:46 Differentiating NPC debug markers with colors
0:42:20 Using hundreds of virtual input sets for a crowd
0:48:07 The assassin: debug visualization to serve gameplay
0:51:04 Data-driven shader override for debug purposes
0:54:36 Conclusion
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