Poietilinx

@thiagodaraujos.bsky.social

I am a Technical Artist focused on artistic pipelines and custom tools, I often post stuff about my personal projects :) I have a portfolio here https://www.thiagodasilvatechart.com/

Just finished the turn manager for my game! It uses a memento-iterator to track who acts next entities, even as they join/leave the turn wheel, its able to recalculate. Also a modular turn-taker component that exposes event hooks to the entity, the system is scalable and working great after tests :)

I just came back to my project I started by programming my character controller. I'm using camera-relative movement, and character is gliding on a navmesh. I have the animations already set and blended right. But i need to hook the variables that control them first.

Follow-up on the door rig from yesterday: I reworked it to improve the setup. Now there's a controller mesh that slides along a path via Curve Deform. Each point represents a bone's anchor, normal, and tangent. Bones use Copy Location and two Damped Tracks to snap into place and orient properly.

The spiral path that the door uses to slide openThe controller line that aligns the bones in the armature. Each point represents a bone, a tangent or a normalThis shows the constraints used by each bone in the armature. of these constraints, the first pins each bone its controller line's anchor point, the second damp track, aligns the bone to look at its normal point in the controller line, and the third also a damp track ensures the bone tangent is equal to the one in the controller line