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Got the camera and sprite angling working! I now know more than I care to regarding quaternions.
Custom terrain can be created easily in Blender, imported and then tiled like normal terrain. Each quad becomes a walkable tile, and the engine works out the scales and orientations to match the normal terrain. But custom is custom, so you can do some crazy stuff with it if you want!
The chequerboards are to test proper pixel scaling - it’s only a single pixel dither, the weird movement effects are moiré, not some fancy camera thing.
Rocket boosters engage!
The joins on custom terrain are still messed up, but good progress today.
You came to the wrong neighbourhood if you want a decent framerate...
Next phase of navigation is adding someone to do the navigating - not sure I’ve introduced 3bot on tumblr yet.
3bot was designed by @moscd, and modelled by me.
I’m now stuck on three huge problems at once - the lighting system needs rethinking, i need to be able to billboard the NPC sprites at any angle, and move sprites smoothly between points with different rotations.
But hey, it’s progress.