@SketchpunkLabs
  @SketchpunkLabs
SketchpunkLabs | WebGL2 : 115 : ECS Bone/Joint Entity @SketchpunkLabs | Uploaded October 2018 | Updated October 2024, 6 days ago.
Today we're going to rebuild part of our armature system where the bones / joints will become ECS entities. Before, our system was built as a self contained system but that leaves us with limitations. By allowing our bones to exist as entities in the system, we can do entity type things like adding components to it, we can easily attach children to bones like sockets. This sets us up to do future thing like adding physics to our bones. While we're add it, we're going to add 3 axis scaling to our bones, so we can control how our bones scale in the future.

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WebGL2 : 115 : ECS Bone/Joint EntityWebGL 2.0 : 045 : Ray to Quad / Square / Rect and Circle IntersectionWebGL2 : 128 : Spring - Jiggle - Dynamic BoneWebGL2 : 109 : Inverse KinematicsIK Rig like Prototype DemoWebGL2 : 102 : ECS P6: Transform HierarchyWebGL2 : 108 : Armature LocomotionFun with WebGL 2.0 : 027 : Bezier Curves in 3DWebGL2 : 054 : Particle System with MeshesShader Blocks : 000 : Proof of ConceptFun with WebGL 2.0 - Prototyping - 360 Video TexturingWebGL2 : 137 : IK Rig - Grounding

WebGL2 : 115 : ECS Bone/Joint Entity @SketchpunkLabs

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