![]() The Object Script will be a plain text script containing the base code for the model. The layout of a Basic Model file is going to consist of three parts, the Object Script, the Texture Array, and the Animation Array. In addition to defining models dynamically in code, the Basic Modeler app will allow you to export creations in the form of a new Basic Model file. To help with rotations and animations, shapes can also joined into groups, and transforms/rotations can be done on groups of objects. Models are made by combining variations of these basic shapes into something more complex. The image above just shows a super basic model (a recreation of the Blockhead Token, but holding a low-poly hammer), but the Basic Model spec is going to support the entire range of 3D shapes beyond simple boxes, including cones, cylinders, spheres, and more. These would be able to be defined in code, instead of making a different model for each variation. Consider a procedurally generated type of game (like a Gone Rogue 2 or a Level Up 2 perhaps?), where there are base weapon classes, but with countless types of modifications to the base. The purpose for this style of model creation is to be able to dynamically create models in code at game runtime. Once the scripting language is more complete, I will be posting a complete reference to it here on the forum. Instead of using an interactive editor like in Voxel Paint, you define the model using a scripting language, and the model is rendered and compiled based on your script. I got the idea for the Basic Modeler from OpenSCAD. ![]() Bookmark the Barrel River 2 page or install it as a PWA! VR support works with the Oculus browser, Windows Mixed Reality headsets, and even Google Cardboard players. You can play Barrel River 2 on any platform straight from the web browser. In future updates I plan to add things like barrel upgrades and powerups you can get using the coins you collect, so start building them up and saving them to your account now! If you try out the game, be sure to sign in with your Ape Apps Account, which will make the game save the total number of coins you collected. I have retained all of the corny sound effects from the first game, but the graphics have all been redone, this time created using Voxel Paint. Similar to the original, the goal is to collect coins while you avoid the fish and rocks. No matter how you play it, the game is a pretty big improvement over the original Barrel River that I released back in 2014. It supports multiple play modes, including keyboard, gamepad, and motion/tilt controls on mobile. Of course, you don't need a VR headset to play Barrel River 2.
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