My game is not a traditional “game”, but a graphic novel creator. It’s a bit similar to source filmmaker, but with a focus on still shots instead of animations, parametric characters, a free asset library, cloth sim, and IK-posing with collision response. (meaning, if you put a character’s hand on the wall, the wall should push the fingers flat)
Inside the “game”, users will add environments, lights, characters, character clothes, then pose characters and either snap still shots or key frame simple animations.
There is a remotely similar “3d VR authoring game” built in Unity. However, the Unity based asset import process is horrible, and building asset in the Unity Editor is also horrible. It might work for a simple game with simple assets, but my game needs a giant asset library (and editable assets), and this is not going to cut it…
The native way Armor3d assets are built in Blender with essentially “automatic conversation”, is really ideal… because it means if you can build it in Blender you can import it into the “game”.
I’m looking into what things Armor3d would make easy, and what things would require work on Armory3d… for example:
I see there is IK/FK posing in Armory3d. Is it practical today to connect collisions to IK so you can do things like have fingers react to touching something when being IK/FK posed? Can it do collisions with detailed meshes not just collision shapes?
Can armory3d load assets at runtime from blend files? If not, is there some export file format where individual assets can be encapsulated (including all necessary textures, materials, etc), so Armory3d can load them at runtime?
Is there any way to programmatically create 2d UI? I see some examples based on building UI out of blender objects… but it’s very important for me to be able to dynamically generate 2d menus with just code. For example, to scroll a programmatic list of character parametrics, or do display a 2d asset browser with thumbnails.
Does Armory3d have provisions for native code modules? I want to integrate my own cloth simulator code, which is written in C (eventually with compute shaders), not in Haxe. Is there a way to fit this in, or is this going to mean forking Armory3d?