Repository navigation
Releases: wisdomousai/creatures
Release list
v0.6.8
Your own rooms, materials, set pieces and props go in like your own creatures: fill ROOMS, MATERIALS, SET_KINDS or PROP_KINDS before new Crew, with a file under the models folder or a whole address. The ship room is no longer in the package.
v0.6.7
v0.6.6
0.6.5
Whoever's out of view isn't drawn: each rigged part is tested against the camera with the sphere its bones make now, so a leap or a drifting bubble is still in it (dress no longer has every part drawn always). One skeleton for all the parts on the same bones (loadModel), so far fewer matrices go to the GPU each frame. still(model), for furniture standing as scenery that nothing animates: plain meshes in the pose it's in. In a world of your own, hide the lanes in rooms out of sight (docs/in-a-world.md).
0.6.3
The crew play with the props in a world of your own (Roam's play, play(c, name), games(c), playing(c)); Play and the props work without the page's box. Roam.jumpOut takes one of your own crew, and that very one comes out of the picture, in its own coat.
0.6.2
0.6.1
0.6.0
- In a world of your own. The crew don't need a page any more. In a three.js scene they walk lanes, strips of floor you lay out in metres, and
new Roam(scene, { lanes, links, roster })brings them on near the camera where it isn't looking, lets each stay a while, and sends them off again. A walker who goes off a lane's end by a link (a doorway, say) comes on at the other end of it once no one is looking there.roam.pick(ray),poke,hoveranddressare there for pointing at them. WithcastShadows, your lights cast them real shadows. - Frame.flat. Under it, a frame laid flat: nothing shrinks going back, the floor is
depthpx deep, the crew stand that far back along -z, nothing is clipped at the edges and the shadow lies on the floor.Laneis one, placed and scaled into the world, for a stage of your own. - Looking on from somewhere.
Env.pointer.zsays how far in front of the frame the pointer is, so they look at someone in a world where they really are. - setOutlineViewport(width, height) keeps their outlines the same width on a canvas of your own;
shadowCardturns off the soft shadow card. VERSIONandMODELSwere a release behind; they're right again.- docs/in-a-world.md has the rest. Page sites are unchanged.
0.5.0
- Tools. The crew can hold things up now.
crew.holdUp(who, tool, options)hands one over and gives you back a handle: a sign with your words painted on its board (and a real button over it, so it can be clicked or tabbed to),lead()to have them carry it off the side,release()to put it down. Eighteen new models: ten kinds of sign (signpost, placard, picket, hanger, arrow, paddle, easel, banner, card, tag) and the explorer's and fun kits (magnifier, lantern, map, telescope, flag, umbrella, balloon, megaphone). Kits are per creature: not everyone carries everything. - Holding for real. A sign is held, not stuck on: the grip sits in the hand (or, for the owl, the bar sits in the crook of the talons) every frame, and a contact check (
crew.holdCheck,Held.check,GRIP_GAP) says by how much. Anyone with arms raises a signpost in one hand (src/arm.ts, worked out from the body as made); bodies that would have to hold it in their mouth don't get one. - Signs you can read. The lettering is never smaller than 18 px on screen, the board grows sideways with the words and wraps long ones, stays upright, and keeps inside the box.
- Where to hold it.
hoverkeeps a flier in the air with its sign (the owl, Bolt on his flames);atsends a walker to a spot first;on: 'crate'brings up a crate for a small one to stand on, and sinks it again when they're done. - docs/holding.md tells how it all fits together, and how to give a new body its hold.
0.4.0
- A wall clock in the pictures. The library's and the pub's pictures get a real clock face over the painted one, keeping the time.
- Set pieces. The set pieces' kinds are reworked, and the bookcase is rebuilt.
- The crew. The octopus's arms sit round its collar, Bolt comes down to land when he's given a part, and the owl and Tang learn a few new things.
- For building your own stage. Now exported: the box's perspective and doors (
project,horizon,floorDepth,depthScale,Door),StageandpixelRatio,loadModel,PieceandSpot,dressandOutfit,holdSelection, andOwlandTangby name. - The workshop. The material maps and the rooms' pictures as generated are in
blender/texandblender/pic, with the scripts that makemodels/texandmodels/pic.