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Digging in the Sandbox
  • Pulleys and belts

    Apologies for the lack of updates lately!  I’ve been working on implementing pulleys and belts in the game, and I was hoping to get them finished before posting an update.  However, as always seems to be the way, they’re taking longer than I expected.  They’re not quite done yet, but I have made enough progress now that it’s worth talking about where things are at.

    Pulley physics

    The first thing I had to figure out was how to physically constrain a pair of pulleys together such that they would transfer motion and torque correctly.  My plan was to use PhysX constraints (as exposed by Unity’s ConfigurableJoint) to accomplish this, in the exact same way I do for gears.

    However, pulleys differ from gears in two important respects:-

    1. Pulleys transfer motion and torque over a distance, through the belt that connects them (unlike engaged gears, which must always be adjacent to one another).
    2. A pair of pulleys linked by a belt rotate in either the same direction or opposite directions, depending on whether the belt is in an open or cross configuration respectively (unlike a pair of engaged gears, which always rotate in opposite directions).

    The first idea I tried was to set up a constraint whose anchor points were positioned on the edge of each of the pulleys, with motion locked along the tangent vector as shown below for two pulleys A and B:-

    image

    However, this didn’t work well at all because the constraint anchor points were separated by such a long distance.  The pulley motion was unstable at anything other than very low RPMs.

    So the next approach I tried was to instead calculate the two circles centered on each of the pulleys, whose radii are in the same proportion as the pulley’s, and whose edges touch each other.  Then I placed the constraint anchors on the edge of these circles, represented by the dotted lines in the diagram below for the two pulleys A and B (again, motion is locked along the tangent vector):-

    image

    Note that these dotted circles are only used to position the constraint anchors, they aren’t visible and don’t interact with the world in any other way!

    This method seems to work pretty well, it also easily allows for a cross configuration belt in a similar manner (by calculating proportioned circles whose edges instead touch in between the two pulleys, and positioning the anchor points where they touch).

    Implementing pulleys in game

    Actually getting the pulleys functional in the game required a lot more work beyond just the physics constraints.  I wanted to allow the player to link an arbitrary number of pulleys together in whatever order they like, to form a chain that determines the route the belt takes through the pulleys.

    For this I created infrastructure to associate or “link” parts together (or more specifically: link their part behaviours together).  This needed to generalise beyond just pulleys, because I plan on also using it to link other parts together in the future (e.g. batteries, switches, motors, and eventually, more advanced control systems).  It also needed to facilitate restrictions being applied (for example, in the case of pulleys, only allow linking if the pulleys are coplanar, and only allow each pulley to be linked to a maximum of two others).

    Based on the order the pulleys are linked together, I also implemented a system to automatically calculate the belt routing (i.e. which side of each pulley the belt should go), which is then used to determine whether to use an open or cross configuration for the constraint between each pair of pulleys, as well as for positioning the visual representation of the belt.

    I wanted pulleys to be able to move around slightly when the construction is unfrozen, but obviously there’s only so far a belt can plausibly stretch!  So I wrote some code to deactivate the belt (both constraints and rendering) when any of the pulleys move too far from their original position, giving the appearance that the belt “broke”.

    This work is complete now, and the pulleys are working in game.  There are still a couple of major pieces left to do however:-

    1. Right now the links between the pulleys are hard coded just so I have something to test with.  I still need to make a linker tool to allow the player to create and destroy the links themselves, as well as a UI to show these links.
    2. Currently I’m just using debug draw lines to visual represent the belt, so I need to implement some code to generate a proper render mesh for the belt.

    But for now, here’s an example of some pulleys linked together, the yellow debug lines showing the links, and the black ones representing the belt:-

    image

    So lots left to do, but this should be really cool once it’s done, and I’m excited about the possibilities that the linker tool will allow for with other parts in the future!

  • photo from Tumblr

    Controls, architecture, events galore…and worms

    It’s been a few weeks since the demo release, so it’s high time I think for an update on what I’ve been working on since then!

    Rotation controls

    As I’ve mentioned in the past, I’m still not entirely happy with the construction interface.  One aspect of this is the way you rotate the selected part while aligning it to another part prior to attaching it.  The current method of using the mouse to rotate around various axes is OK once you get used to it, but I worry that it’s a bit awkward to use, particularly for people new to the game.

    So I tried prototyping a system where you use a key to cycle between the available orientations.  The trouble is, there can be up to 24 possible orientations (e.g. 6 sides on a block, and 4 orientations per side, so 6 x 4 in total).  I found this to be way too many to cycle between and was rather frustrating to use.

    So I tried breaking it up into cycling between alignment axes (e.g. the 6 sides on a block) with one key, and cycling between the 4 possible orientations around the current alignment axis with another key.  This was a bit better than using just one key, but still didn’t feel good to me.  Perhaps this was because it was sometimes hard to tell which way the part had just rotated, or which way it was about to rotate on the next cycle.

    I’m not sure that these ideas offer much, if any, improvement over the current mouse based method of rotating.  Oh well, another failure!  I guess you have to try these things, but I’m gonna leave this for now.

    Game events

    In order to keep the different code modules in GearBlocks decoupled from each other, I used messages (i.e. Unity’s SendMessage) to communicate between them.  I wasn’t that happy with the way SendMessage uses a string lookup for the method name though - not very efficient, and there’s the possibility for name mismatches.

    So I switched all of these messages over to use Unity’s event system.  Events are now specified in interfaces that derive from IEventSystemHandler, and any code that needs to receive a particular event implements the relevant interface.  To send an event to a game object, I use Unity’s ExecuteEvents helper functions.  I created a system that multiple game objects can register themselves with to receive a particular event, to allow for efficient event broadcasting.

    UI events

    Not to be confused with the event system, Unity also has something called UnityEvents.  These are great for when you want to hook up event handlers to events in a scene or prefab, rather than via code.  I found these perfect for my UI code, so I switched this code over from using C# events to instead use UnityEvents.

    Code architecture

    The GearBlocks code was long overdue for some reorganisation, in particular I wanted to divide all the modules up into relevant namespaces.  This is really valuable because it can highlight bad or unexpected code dependencies, and helps enforce a clear code hierarchy.  Once I did this I found one or two suspect dependencies that I had to fix, but nothing too bad fortunately.  It definitely feels better to have the code nicely organised now!

    Worm gears

    Finally, last week I implemented worm gears in the game.  Happily, my plan for how to set up the physics constraints for this worked out first time!  The implementation still needs one or two tweaks, but I’m pleased with how it turned out.  As part of this effort I also simplified the existing gear engagement code somewhat, which should make it slightly more efficient.

  • LEGO Technic 40th Anniversary

    Something a little bit different in this post!  I’ve many happy memories of countless hours messing around with LEGO Technic as a child, and I think this was certainly a huge inspiration for developing GearBlocks.  So, seeing as it’s the 40th anniversary of LEGO Technic this year, I thought I’d pay tribute a little bit.

    In 1977 the first Technic sets came out, although Lego hadn’t coined the term yet, they were known as “technical sets” (or “expert builder” in North America).  There were only four sets in that first year, a forklift, tractor, helicopter, and car chassis.  Only a basic selection of technical parts were available, but they set the foundation for everything that was to come, and many of those original parts are still used today.

    853 car chassis

    This was the largest and most complex model at the time, and featured functional steering, gearbox, and 4 cylinder engine.  It was the first in a long line of car chassis flagship Technic sets that would come in later years.

    image

    I wasn’t lucky enough to own one of these sets back in the day, but I did manage to pick one up on ebay a few years ago.  It’s very basic by today’s standards, but definitely has a charm all of its own.

    image
    image

    So happy anniversary LEGO Technic!  OK, diversion over, time to get back to GearBlocks…


  • Highlighting a few things from the latest demo - how to use the configurable key bindings, and some updates to the lights and differential gear.


  • GearBlocks Demo 0.4.6450

    Well, at long last the new demo build is out!

    SmashHammer Games

    My company is now incorporated, SmashHammer Games is born!  I’m still waiting on the accountant to do his part of the process, hopefully this will be sorted soon, but I don’t think this should hold me back from moving forward with the game in the meantime.

    Bugs and memory leaks

    I was actually ready to release the demo a couple of weeks ago, but I was doing some last minute testing, and noticed some performance slowdowns in certain situations (for example, when highlighting a part).  I also noticed some memory leaks and several bugs that I hadn’t spotted before, not good!

    So I decided to hold off releasing it, to fix these issues first.  This ended up requiring fairly significant refactoring and reworking of some of the code, so took quite a while unfortunately.  Oh well, at least it’s done now!

    Saved file location

    The saved file locations have changed (they’re no longer in game folder). The new locations are:-

    • Saved games: %USERPROFILE%\AppData\LocalLow\SmashHammer Games\GearBlocks Demo\SavedGames
    • Saved constructions: %USERPROFILE%\AppData\LocalLow\SmashHammer Games\GearBlocks Demo\SavedConstructions

    Saved games and constructions from the previous build (0.4.6095) should still load, but you’ll need to copy them into these new locations.

  • Slopes and wedges

    Here’s what I’ve been up to over the last couple of weeks.  I’m still working on the company set up stuff, it’s unfamiliar territory for me, so I had to do a bit of research and get advice from some people.  I won’t bore you with the details, but it seems there’s no getting around the complexities that require both an accountant and lawyer.  This is going to cost me a lot of money, so I want to be sure before going ahead with it!

    Upcoming demo

    I’ll upload the demo update as soon as the company is sorted (should be soon now), but in the meantime, here’s a sneak peak at the changes that will be in it:-

    • Improved builder tool controls and usability:-
      • Changed alignment and attachment indicators for improved visibility and clarity.
      • Improved part selection (restricting selection location to where part can be attached).
      • Better selection rotation behaviour during alignment.
      • Improved part resizing response to key presses.
      • Added part resizing indicator to show available resize directions.
      • During alignment attachment indicators are now shown for any attachments that will be created.
      • Selected construction can now be frozen in place during alignment.
    •  More user configurability:-
      • Configurable key bindings for the various actions in the game.
      • Replaced single graphics “quality level” setting with individual settings for more fine grained control.
      • Added many other options (such as mouse look sensitivity and invert, camera FOV, etc.)
      • Improved sound options (volume controls and speaker configuration).
    • UI improvements:-
      • Improved screen layouts and UI elements.
      • UI is now scaled based on screen resolution.
      • New part and attachment info UI overlays.
      • New game stats UI overlay.
      • Improved in-game context sensitive hints.
    • Updated and improved parts:-
      • Improved part behaviour key binding.
      • Differential gears now have limited slip behaviour, with tweakable “slip limit strength”.
      • Lights can now (optionally) have a key bound to switch them on and off, just like motors.
      • Beams now resizable down to 1 unit in length, and plates from 1x1 to 25x25 units in area.
      • Better wheel friction behaviour.
      • Increased max spring rate and damping values for spring dampers.
      • All part models (except wheels) now textured.
      • New light parts (now with paintable lenses).
      • New seat models (replacing old ones).
      • Wheel rims now paintable.
    • Rendering changes:-
      • Construction materialise / dematerialise effect.
      • Part paint application fade in / out.
      • Corrected part paint colour (de-gamma’d, it now visually matches colour shown in UI).
      • Upgraded time-of-day system.
    • The construction frozen state is now saved / restored from saved games.
    • New and improved sound effects (toolbox, footsteps, ambient loop).
    • Minor tweaks to desert proving ground map.
    • Bug fixes.

    As usual I’ve updated any parts that were already in the demo, but I’m not adding any additional ones, all the new parts I’m making are for the full game only!

    Slopes and wedges

    image

    On the subject of new parts, I’ve now implemented resizable sloped beams and plates, as well as resizable wedge plates.

    image

    Designing their shapes was a bit of a challenge because I had to find a compromise between these three competing requirements:-

    1. Be easily representable by box colliders for efficient physics.
    2. Have plenty of room for attachment points.
    3. Look good when combined with other slopes, plates, etc.

    The wedge shape was the trickiest to represent with box colliders.  I contemplated using a convex mesh collider for it, but I wanted to avoid this as they are generally less efficient for physics, and I also have part intersection tests in the game that only work for primitive colliders.  So instead I created a system to dynamically add box colliders, three for the wedge edges, and then recursively adding more to fill in the wedge interior (the larger the wedge, the more interior colliders are needed).  An example of this can be seen below.

    image

    All resizable parts in GearBlocks use procedurally generated meshes, so I had to implement mesh generation for these new slope and wedge parts.  This wasn’t too difficult but did require a fair bit of refactoring of my procedural mesh system to allow for these more intricate shapes.

    Here’s a comparison of the Desert Buggy construction, the original version vs. one I made using the new slope and wedge parts.

    image

    Not only does the slopes and wedges version look way better, it uses nearly 50 fewer parts than the original!

    In the future I want to add a compound sloped plate (i.e. a “corner” piece), as well as curved beams and plates.  The trouble is, the colliders for these will be even more tricky to set up.  I might need so many box colliders to represent these shapes that it wouldn’t be practical, so I may well have to resort to convex mesh colliders for these.  Anyway, something I’ll come back to later.

    Construction interface problems

    The sloped plate part is the first part in the game that is resizable along all three axes.  Unfortunately this particularly highlights the awkwardness of the current part positioning and resizing interface.  I’m not sure what I’m going to do about this yet, but I think I’ll have to revisit the construction controls yet again.  There has to be a way I can make this better, but I’m just not seeing it right now!

  • So where is that demo update already?

    So, um, that demo release I’ve been promising, where is it you might ask?  The good news is, it’s ready to release (has been for a while actually).  The last thing was to set up an installer for it and that’s all done now (if you’re wondering, I used Inno Setup for this, found it a super easy tool to use, with great results!)

    Unfortunately, I can’t release it just yet as I’m still working on getting my company set up.  This is turning out to be more complicated and expensive than I first realised.  Incorporating the company itself is easy, but because I’ve already been developing GearBlocks for a while, I’ll need to transfer GearBlocks IP to the company, which complicates things and adds to the cost (accountant fees on top of the lawyer fees!)  Anyway, I’ll keep plugging away at this and hopefully get it done in the next week or two.

    In the meantime I’ve been adding more parts - some new sliding rack gears with integrated ball joints / hinges (makes for neater steering systems), more lights, and a seat.  I’ve also implemented limited slip functionality in the differential gear, with configurable “locking strength”, should keep that wheel spin under control!

    I plan on adding various types of sloped / curved beams and plates to the game, this will make constructions look a lot better (and save on the number of parts needed in a lot of cases).  Next week I’ll start work on what should be the simplest of these, a resizable sloped beam.

  • Wheel physics revisited

    Last week I decided to take another look at the wheel physics implementation, in particular the tire friction model.  First let’s quickly recap how the wheel physics works in GearBlocks.

    Wheel physics recap

    Every update I find the contact point on the ground directly below the wheel and position a configurable joint there.  This joint is then connected to the wheel at the closest point on its outer edge to the contact point on the ground.  The joint has a linear limit set up to prevent the wheel going below the ground, which provides the wheel to ground collision response.

    For friction between the tire and ground, I set up the configurable joint’s velocity drive to constrain the wheel’s velocity at the contact point to zero, with the maximum force on the drive being set to the friction force.  To calculate the friction force, I use a method inspired by the Coulomb damping model, where the friction force equals the product of a friction coefficient and the normal force at the contact point (i.e the force preventing the wheel from sinking into the ground).

    Previous tire friction hack

    To find the normal force I need to know what force the configurable joint’s linear limit is applying to keep the wheel above the ground.  However, it used to be that in Unity there was no way to access this (even though it was available in PhysX), so I had to estimate the normal force by taking the total mass of the construction, dividing it by the number of wheels, and multiplying it by the acceleration due to gravity.  Basically a total hack, because it assumed the vehicle’s weight was always distributed exactly evenly over each wheel.

    Improved tire friction

    Well the good news is it turns out that fairly recently the joint force was made available in Unity (via Joint.currentForce), so I’ve now switched the implementation over to use this to find a proper normal force.  This means that in a vehicle, weight distribution now affects tire grip, and because the normal force is now being calculated dynamically, weight transfer also affects grip in the way you’d expect, which is pretty cool.  This all sounds great, and is a definite step in the right direction, but there’s a problem.

    Formula magic

    By using Coulomb damping I’m effectively assuming that tires are rigid (i.e. non-elastic) which of course they’re not.  In reality a tire’s grip changes depending on how much it is sliding across the ground (tires actually develop peak grip when sliding slightly).  Not only that, the longitudinal (forward and back) and lateral (side to side) grip of a tire behaves slightly differently.  So most driving simulations instead use some form of “friction curves”, equations that you plug slip amounts into and get friction forces out.  The industry standard is the Pacejka tire models, sometimes known as “magic formulas”, these are empirical models that have been made to fit real world measured data, the equations themselves don’t have any basis in real physics as far as I can tell.

    Sounds simple enough, so why not use the magic formulas?  Well, after looking into this for a bit, I can see several problems:-

    1. The equations for the Pacejka curves themselves are complicated and have a ton of tuning parameters, something I’d prefer not to have to deal with.  Probably overkill for what I need anyway.
    2. The slip values used to lookup into the curves are actually slip ratios.  The upshot being that at low velocities numerical instability becomes an issue (and at zero velocity you’ve got a divide by zero - the slip ratio is undefined!)
    3. Because you need to evaluate longitudinal and lateral slip separately, there’s the question of how to combine the resulting separate friction forces.  You can’t just add them together because a tire can only develop so much grip at any one time, the more longitudinal grip you “use up”, the less lateral grip is available, and vice versa.  This effect is sometimes known as the tire’s “traction circle”.

    I’m sure there are ways around all of these problems.  The Pacejka equations could be substituted with something simpler for example, and I’ve seen various ideas out there that attempt to properly combine longitudinal and lateral slip.  The slip ratio numerical instability issue I’m less sure about at the moment, apparently a lot of driving sims switch to another simpler friction model at low velocities to get around it, seems a bit hacky though.

    Another related issue is that I’m not even differentiating friction levels between different surfaces (e.g. tarmac vs. dirt) yet, so perhaps a realistic tire friction model isn’t worth it at this point?  Anyway, something to keep thinking about and revisit again in the future.

  • Construction controls (again), and props

    Selection points

    Over the last few weeks I’ve been working on fixing something with the construction controls that’s been bugging me for ages.  I wasn’t happy with the range of positions at which you could select a part, you could select it anywhere within its bounds, which wasn’t really restrictive enough.

    Here’s an example.  You could select anywhere on a wheel, even though it only has one point that can attach to anything.

    image

    Much better to restrict the selection point to always be at this attachment point as shown below, that way it feels more natural when attaching the wheel to another part.

    image

    This next example is even worse.  You could select anywhere on a seat, and then translate it so that the selection point was completely outside the seat which is just plain stupid.

    image

    So now I restrict the selection point to be somewhere in the region on the bottom of the seat where its attachment points are, so you always have it selected in a suitable place ready to attach to another part.

    image

    To accomplish this I had to rework some code so that it now automatically calculates the selection region based on where all the part’s attachment points are located.  The upside to this was that I could do away with explicitly specifying the allowed translation directions on each part.  The less I have to manually setup per part the better!

    I also had to implement some new math functions to find the closest point on the part’s selection region to the player’s eye “ray”.  Took a while to do, but it’s never a bad thing to add more stuff to my math toolkit I suppose, could come in handy for other things in the future.

    All this took way longer than I expected, it was only supposed to be a couple of day’s work, sigh.

    Prop parts

    I’ve also added some new “prop” parts.  Props are a new category of part that are the simplest objects in the game, they don’t have a behaviour and they don’t attach to any other part.  The idea is that they can be used with the machines and vehicles you build or placed in the world to set up a scene to play in.  For example, traffic barriers could be laid out to form a race track, the ball could be used in a Rube Goldberg machine.

    image

    As with all the other parts, I’ll be adding more props as I go, any suggestions for these are welcome!


  • …and here’s a video of the tractor. It could do with some proper wheels and the steering would work better with the ball & socket connectors, but I was limiting myself to parts available in the demo.


  • photo from Tumblr

    Playing around in GearBlocks today, built an old tractor with working piston engine & push rod steering.

  • What's in a name

    Gah, I can’t believe it’s been a month already since the last blog post!  It’s been a frustrating time to be honest.  I’ve been planning on setting up a company for a while, to put GearBlocks on a more official footing (it’s something I should have done a long time ago really).  The trouble is I’m having a hell of a time trying to think of a name for the company (all the ideas I’ve come up with seem to be already taken)!  It seems ridiculous that a relatively trivial thing like this is holding me up, but hopefully I can figure it out soon and move on.

    In the meantime I have made some progress with the game though.  The Unity 5.6 upgrade is now done, the rendering issues I was having weren’t too bad to sort out in the end.  Also, I was tired of having old placeholder part assets still left in the game, so I’ve finally removed / replaced / reworked the last of these.

    These are the new seat models I’ve made so far, I plan on adding more types & variations of seat later (any suggestions welcome!)

    image

    Here are the new lights (again, at some point I plan on adding more styles / types of light).  Their lenses are now paintable, so you can have any colour lights you like!

    image

    It was a small change to make the wheel rims paintable too, so I decided to do that while I was at it.

    image

    Well, the next demo release is pretty much ready to go now, it’s just waiting on me getting the company set up, as I want to have that all sorted first!

  • Controls, configuration, and more

    Here’s just a brief update on what I’ve been up to over the past few weeks.  Most of the work has been focused on further improving the usability of the game (better UI, controls, customisation, etc.)

    Construction controls improvements

    I’ve redone the part resizing input code so that now when you press a resize key it responds immediately (before it was kinda sluggish to respond).

    I’ve also made a tweak so that you can now freeze the selected construction in place while aligning to another construction, this can be useful to check positioning and so on before committing to attachment.

    Configurable key and mouse button bindings

    The main thing I’ve been working on recently is a complete overhaul of the input system.  You can now fully customise key (and mouse button) bindings to the various actions in the game.  There’s now a new tab in the controls settings where you can set this up.  You click the button for the action you want to configure, it’ll then wait for a key press, that key then getting bound to the action.

    image

    I’ve also modified the player controllable parts (e.g. motors) that have configurable key binding to work in the same way.  This means you can now bind any keys to them, not just letters and numbers.

    The only thing still left to do here is to allow configuration of joystick / controller inputs, something I’ll revisit at a later date.

    Improved graphics settings

    The other customisation improvement I’ve made is to the graphics settings.  I’ve done away with the (vague and too high level) “quality settings”, and set up proper options that’ll give you more fine grained control when configuring the graphics quality vs. performance of the game.

    image

    Other things

    Some other bits and pieces I’ve also done:-

    • More UI design tweaks and improvements.
    • Better audio mix, updating sounds, etc.
    • Various bug fixes.

    I’m working hard on getting another demo release out so that you can try all this new stuff out.  Unfortunately there always seems to be something that gets in the way!  Currently I’m in the middle of upgrading to Unity 5.6 which has broken some rendering stuff, so that’s what I’m working on right now, hopefully I’ll get this sorted soon.


  • Another ingenious GearBlocks build from Marra92!



  • Another awesome user creation in GearBlocks, a flight simulator!



  • Cool player creation, a cable car in GearBlocks.


  • More UI things

    Over the last couple of weeks I’ve done some more work on the in game UI.

    I’ve removed the old text overlay that showed the name of the highlighted part, as it was positioned near the cursor and kind of in the way.  Now I have a new overlay in the bottom right corner that shows not only the part name, but other details such as its mass, whether it’s paintable or resizable, and info on its behaviour status.

    image

    I’ve also added a similar overlay for when you’re hovering over an attachment in a frozen construction.  It displays the available attachment types that you can cycle between (highlighting the current attachment type), and it’ll also show info on other things like attachment integrity (if damage is enabled).

    image

    During part resizing, rather than add yet another UI display to show which keys to use to resize in each direction (as I was originally thinking), I decided instead to just colour code the relevant parts of the hints text.

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    Finally, to help the new UI elements fit, and clean up the look of the UI generally, I’ve also made the whole thing scale based on the screen dimensions.  This means that (in full-screen mode), the UI elements appear the same size regardless of the screen resolution.  I think this is a big improvement, especially at lower screen resolutions.

  • Dev update

    OK, time for a long overdue GearBlocks progress update.  As I’ve mentioned in previous posts, I wanted to improve the construction controls, to try and make them a bit more approachable and accessible, and this is what I’ve mostly been working on over the past couple of months.

    Failed ideas

    I wanted to explore some new ideas in an attempt to improve part positioning and alignment, and also part resizing.

    So I tried making a prototype of a “snap to” grid aligned to the overall frozen construction (instead of to the currently highlighted part as it is now).  While the player is positioning the selected construction ready for attachment, I had a 2D planar grid aligned to the frozen construction that the selection snapped to at unit intervals.  The player could then move this plane up and down along its normal (also at unit intervals) using the mouse wheel, thereby allowing snapped positioning in full 3D space.  There would also need to be some provision for snapping to half unit intervals, although I didn’t get that far with it.  This seemed promising initially, but what killed the idea for me in the end was the realisation that (unlike the current system) it doesn’t easily allow for attachment at arbitrary angles, everything has to be aligned at 90 degree intervals relative to the frozen construction.  At least I couldn’t think of a practical way around this, and I certainly didn’t want to make it less flexibile than what I already have.

    As for part resizing, I thought about separating it out into another tool (with handles that you drag around to resize the part), but not only is this more complicated to implement, I actually think it would be less convenient to use.  Every time you want to resize a part you’d have to deselect it, switch to the resize tool, do the resizing, switch back to the builder tool, and select it again.

    So in the end I decided against making any radical changes to the current construction controls, and instead focus on improving what’s already there.  Let’s go over the changes I ended up making.

    Construction alignment

    One issue with positioning parts is that the alignment grids aren’t always easily visible.  Also, because they’re drawn on top of the parts themselves, it sometimes makes it hard to tell which parts are in front of each other, or even which part you’re about to attach to.  So I changed the grid textures to make them clearer, and modified the shader to fade them out slightly where drawn “behind” objects.  You can see the difference between the old and new grid below.

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    Another problem is that when you’re aligning parts together, you don’t know where the individual attachments will be created.  So now during alignment, indicators are shown for the attachments that will be created, an example of this is shown below.

    image

    Lastly, rotating the selected construction can be kind of awkward at times, and I wanted to see if could improve this in any way.  I tried making the rotation be limited to one axis at a time during alignment, and that turned out to help a quite lot because it prevents “drift” away from the player’s intended rotation.

    Part resizing

    One of the main problems with the current resizing controls is that they’re non-obvious, particularly to new players, because there’s nothing showing them what to do.  As a first step towards improving this situation, I’ve now added a resize indicator that shows the available resizing directions (colour coded for the horizontal and vertical directions).

    image

    I’m also going to add a new tool UI display that (among other things) will show which keys to use to resize in each direction.  Hopefully both of these changes together will make resizing a bit clearer for the player.

    Attachment indicators

    The attachment indicators also suffered from not being very visible a lot of the time, so I modified their textures too, and also tweaked them to ensure visibility from all angles.  Here’s an example showing before and after these improvements.

    image
    image

    Other improvements

    I’ve also worked on several other bits and pieces, for example:-

    • More user settings (such as mouse sensitivity for selection translation and rotation).
    • Better in game context sensitive hints.
    • Lights can now (optionally) have a key bound to switch them on and off, just like motors.
    • The construction frozen state is now saved / restored from saved games.
    • A whole bunch of bug fixes (many of these you guys found and reported back to me, so thank you!)

    Next up

    I’m fairly happy with how things turned out after the changes I made, yes the construction controls could still be better, but they’re acceptable, and at this point I need to move on to other stuff really.  There are one or two more small tweaks and bug fixes to do, but apart from that I’m done with the controls and ready to tackle the next thing.

    I want to get another demo build out fairly soon, but I still have a laundry list of small tasks to sort out before I can do that, so those are what I’ll be looking at next!


  • I’ve been playing around with a translucent PBR shader in GearBlocks over the weekend. It’s “paintable” like other materials except the paint colour is used as a tint. Should work nicely for glass, transparent plastic etc!


  • Happy New Year!

    Well, 2016 has certainly been, shall we say, an “interesting” year!  Perhaps many people will be glad to the see the back of it, but somehow I’ve a feeling 2017 won’t be any less eventful.  Anyway, here’s hoping the new year brings good things to you all!

    Back in my little GearBlocks corner of the world, in many ways things have progressed pretty well this year, getting through the Unity 5 hurdle was definitely a big step forward.  I’m a bit frustrated to not be further ahead with the game generally by now though.  I’ll just have to keep chipping away at it, it’ll get there eventually.  I’m very appreciative to all those of you who have played the demo, built some amazing creations, and given me really useful feedback.  It helps motivate me to keep going!

    Over the past couple of months I’ve been working on a bunch of different things.  I was looking at improving the construction controls, but kinda got stuck with “designer’s / programmer’s block” if you can call it that.  So while thinking on this some more, to keep progress going I did several other smaller tasks:-

    • Made a load of new parts (gears, control wheels, suspension parts, connectors and more).
    • Added more user settings (e.g. mouse look sensitivity and camera FOV).
    • UI tweaks.
    • Rendering effects.
    • Unity upgrade.
    • Bug fixes.

    Next week I plan on going back to the controls improvements, mustn’t procrastinate any longer!


  • Something a bit different in this video, just a brief demo of a fun little rendering effect I’ve been messing around with. It doesn’t work properly with all the parts because they don’t all have UVs yet, but other than that I’m pretty happy with it.



  • As promised, here we are showcasing some more awesome builds from the GearBlocks community, thanks everyone!



  • Here are some of the amazing constructions you guys have built in Gearblocks over the past year or so!  Big thanks to everyone who has played the GearBlocks demo and built such cool stuff!  I couldn’t fit everything in one video, part 2 will be coming soon…


  • Dev update

    It’s been a while since the last update, so I thought I’d do a quick post on what I’ve been up to!  A couple of weeks were taken up with travelling back to the UK for a bit, and I was sick all last week which took me out of action unfortunately.  I have been working on the game though over the past several weeks…

    First person controller

    The current first person camera controller in the game is basically a prototype implementation.  It’s buggy and missing a lot of features, for example: camera smoothing, crouching, head bob, and so on.  My plan was to switch over to the excellent UFPS from Opsive (available on the Unity asset store: http://u3d.as/2Jc) which has all these features and more.  Unfortunately that didn’t work out, mainly because I couldn’t bring across only the code I wanted from UFPS (character and camera controller) without either modifying it or also including a lot of other stuff I don’t need (e.g. inventory, weapons, damage etc.)

    I think UFPS is great as a starting point for a first person game, but trying to integrate it in at this late stage of a project probably isn’t practical.  So now my plan now is to keep what I have and gradually improve it, probably stealing code from UFPS as necessary!

    Deprecated networking API

    I have a rudimentary networked multiplayer mode for GearBlocks, and in fact even the single player mode runs through the same code paths.  I want to keep this working so that I have a good starting point should I wish to revisit multiplayer in the future.  Right now I’m using the old Unity networking API, which was causing a bunch of annoying “obsolete API” compiler warnings, because it’s recently been deprecated in favour of their new system, UNET.

    I looked into what it would take to upgrade to UNET, using their high level API (HLAPI).  Unfortunately there were all sorts of awkward problems with this (like needing to derive from NetworkBehaviour, which didn’t play nicely with my generic singleton implementation for some reason).  The whole thing was turning into a massive change that would break the entire game until I completed it.  Not to mention it’s still fairly early days for UNET and it’s changing quite a bit as Unity continues to develop it.

    Besides, ultimately I might be better off using their low level networking API, but that would obviously take even longer to implement.  Or, perhaps using a third party system like Photon Bolt would be a better way to go.  I’d need to spend a lot more time on this to figure out the best thing to do, so I’m leaving it for now.  Instead, I um…disabled those pesky deprecated API warnings, there you go, job done!

    What’s next

    So, it’s generally been a frustrating few weeks, hopefully I can get back to being more productive now!  I’ve been prototyping something for the game, not sure if it’ll work out yet, but I’ll be continuing with that.

    Also, I’m going to work on improving the construction controls, in particular to help new players pick up the game and get started.  Well, that’s the plan anyway!

  • GearBlocks Demo 0.4.6095

    New desert map

    At long last, I have done away with the old procedurally generated terrain.  I decided that it made more sense to have a few decent “hand crafted” maps in the game, rather than an almost infinite number of crappy ones!

    So, now in it’s place there is the new desert map.  This is still a work in progress, I have a lot of details still to add to it, but the main thing for now is that it at least has a flat area to build on without stuff rolling away.  In the full game I plan on adding other maps based in different settings (e.g. forest, grassland, salt flat, snow / ice, etc. haven’t quite decided yet).

    Rendering improvements

    Having upgraded to Unity 5 this allowed me to make the switch over to physically based rendering (PBR).  Besides making things look pretty, PBR serves a practical purpose in that you can now visually distinguish materials (e.g. metal actually looks like metal now).  It also makes it much easier to achieve consistent lighting across the whole scene.

    I’ve also upgraded the time-of-day system, and tweaked the post effects too.

    Saved game format

    The saved game format has changed slightly, so old saved games won’t work in this build.  However, saved constructions from the previous build version (0.4.6034) should still load OK.  If you have saved constructions from versions earlier than that, I’d recommend loading them in build 0.4.6034, then save them back out, they should then load properly into the new build.