[quote=“sdee, post:143, topic:3540”]
There’s also no threads, just coroutines, but we try to keep those way out of sight in Stonehearth.[/quote]
Isn’t this just polite multithreading (you have to yield and resume)? And aren’t we going to have to write multithreaded processes to handle multiple monsters in our mods? Or is there another scheme to allow monsters to talk to each other and co-ordinate actions?
Making some progress in terms of getting custom models and animations working. For the moment I have replaced the rabbit with the baby mammoth and a single animation (the cute creature might get some headache ). I had already the mammoth as a model. Separating body parts, import into Blender, adjusting pivots, adding bones, animating, exporting skeleton and animation and some manual adjustments took in total around 1 hour. Not too bad I guess and it works (what is most important). With spending some more time to create propper animations…
When the dust has settled, the release is out there, and you’re all winding down … that is when you open up ‘Learn With Radiant’ $200 a week training program where you do little lessons on how to mod with Stonehearth.
Stackoverflow’s thread on this topic said it better so I’ll just paste the relevant text in here:
Coroutines are a form of sequential processing: only one is executing at any given time (just like subroutines AKA procedures AKA functions – they just pass the baton among each other more fluidly.
Threads are (at least conceptually) a form of concurrent processing: multiple threads may be executing at any given time. (Traditionally, on single-CPU, single-core machines, that concurrency was simulated with some help from the OS – nowadays, since so many machines are multi-CPU and/or multi-core, threads will de facto be executing simulaneously, not just “conceptually”;-).
In practical terms, in Stonehearth (again, not final, just how it’s working RIGHT NOW) we write AI without thinking about coroutines or threads or concurrency at all because behind the scenes, the AI manager handles all of that for us. So when you’re in the body of a function for a particular dude’s AI, you just write what he’s doing as if each person will take care of their own business. And if he needs to communicate with another dude, he sends a message or notifies a central processor, and that message is passed to the other guys he’s working with by a subsystem.
I have started to upload the first tutorials for the Blender Add-On… half way done. Once all of them are uploaded I will make the tool available and hopefuly some people will start working on custom animations.
Nobody is perfect (ein kleiner Spass ist hoffentlich erlaubt). Welcome to the club. I am also curious to see if the Add-On works and people do like it.
This is beyond amazing! To know that I have funded something that people can participate in and mod and do something they love is really awesome. Also to know know that the modding community has already come into effect without a game release!!! Fantastic job guys, outstanding! Hope to see more great work from you modders in the future. Just want you guys to know I appreciate what you do and I look forward to you mods for future updates!
If you want to try your own animations… a first version of the Add-On for Blender is now available. Let me know what you are thinking… and show-off your animations .
Exchanging the look of existing models is pretty easy in the Graphics Test. Unfortunately you need QC in the home or master edition. Other than that… just give it a try. The Graphics Test is perfect to see your own stuff in “action”: