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Kenneth Claassen
Self Employed - Programmer
Gold Coast, Australia
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Kenneth Claassen
updated the project
Nov 30, 2018 4:35 PM
+1
Ouroboros - The Ultimate Endless Track Solution
Ouroboros Track Engine is a level design and real-time level manager tool that takes endless runner and driver style games to the next level. It is a system that places track segments end on end as the player progresses through...
Showcase
Kenneth Claassen
12 days ago
I will have more to share on Ouroboros very soon. It's come a long way from when I 'thought' it was finished to where it is now. Sometimes you don't realise how much more work you have to do until you start using it yourself. I probably could have released it a while ago but I don’t think it would have given a satisfactory experience in terms of feature set and polish. I wouldn’t have been comfortable calling it the “Ultimate Runner Solution” in that state. The good news is that the latest builds of Ouroboros have been very stable and much more polished. The feature set and usability of the system is light years ahead than a few months back and this will only improve further after release. This is in part thanks to my two beta testers that are very honest in their feedback helping me making Ouroboros the best I can. I have been working particularly hard in the last few weeks to try and get Ouroboros to a state that is ready for release. That release time is nearing very close as I squash the last of the minor bugs and nail down a few remaining usability issues. At this point in time the project state is as follows: • Code (Asset) – very minor tweaks to usability ($99.99% complete) • Code (Demo) – 95% complete • Text Documentation – Complete • Video Tutorials – 95% complete • Demo level – Requires design in Ouroboros (most assets acquired / sourced / modelled) While the actual asset is all but complete, the Unity Asset Store requires me to make a demonstration of Ouroboros which will be the bulk of my work before release. I am really excited about what Ouroboros can do and even more excited about what people will make with it. I am literally bursting at the seams to show it to everyone but I just need a little more time before I can unleash it onto the asset store.
Kenneth Claassen
a month ago
Marlon Antonio Rodriguez PradoYou have not released it?
Unfortunately not. Getting that last 10% done has been a more difficult task than I anticipated. However, everyday I'm getting closer to something that I can actually call a product. I plan to release it Soon (TM) my current hope is before Christmas. They really don't lie when they say 90% of the work is in the last 10%
You have not released it?
GE
Gareth Evans
4 months ago
Thanks for the update @Kenneth Claassen ... I'll continue to monitor your progress.
Kenneth Claassen
updated the project
Jun 19, 2018 6:40 AM
Motion Magic (MxM) Motion Matching Animation System for Unity (WIP)
Motion Magic (MxM) is an work in progress animation system for Unity Engine that utilises the 'Motion Matching' technique of animation instead of traditional state based animation. Motion Matching does not require a complex state...
Showcase
Kenneth Claassen
25 days ago
I've completely refactored the MxMAnimator to works with Playables instead of the animator controller. It works like a charm. If you want access join the discord https://discord.gg/qfzXhGC
Kenneth Claassen
a month ago
Thanks, I'll have a look some time. Though I would prefer to integrate animation control with playables directly into the MxM animator to reduce the number of scripts on the object. I don't like having too many Mono-behaviours and after trying it, I thought the Playable API was pretty easy to use on it's own without an additional script wrapper. I also try to keep things minimalistic. What I mean by that is I don't want to add code that MxM doesn't need and after briefly looking at those scripts there was a lot of stuff that MxM wouldn't need. Anyway, just my initial thoughts, I'll have a deeper look into it when I get back into this project more.
IF
Ibrahim Fayad
a month ago
@Kenneth Claassen they are part of Unity Standard, but they are made to support many things. The part that will be useful, the simple component animation, are a couple of C# scripts that make the animation playables API act as an animation component. So you can add animations and remove them on the fly; play whatever animation you want, at whichever time you want; in a sense it's just like the legacy animation system. However, it's way more flexible. For example we can have motion matching working on this system, switch to a regular animator controller to perform non-locomotion animations and then switch back. here's the link in case you wanna check it out: https://github.com/Unity-Technologies/SimpleAnimation/tree/master/Assets
Kenneth Claassen
a month ago
Ibrahim FayadHello @Kenneth Claassen , yes I am referring to the playables API, specifically the simple animation component playable. it's an asset similar to the legacy animation component but for mecanim. It's available through Unity's Github, and I have modified version to include animation layers. I never mentioned it here, because I assumed that's what you were using to blend animations together; blending them through the Animator Controller must have been a pain.
I see yes. I thought playables was now part of Unity standard or are you referring to additional code from GitHub. I would have used playables from the start had I known about them but when I started the project they were experimental and I wasn't aware of them. Fortunately they are the perfect solution for MxM as it streamlines the whole thing, avoids garbage collection and improves my ability to blend. Blending layers through the animation controller was an absolute pain haha.
Kenneth Claassen
updated the project
Mar 19, 2018 8:51 PM
+1
Ouroboros - The Ultimate Endless Track Solution
Ouroboros Track Engine is a level design and real-time level manager tool that takes endless runner and driver style games to the next level. It is a system that places track segments end on end as the player progresses through...
Showcase
Kenneth Claassen
12 days ago
I will have more to share on Ouroboros very soon. It's come a long way from when I 'thought' it was finished to where it is now. Sometimes you don't realise how much more work you have to do until you start using it yourself. I probably could have released it a while ago but I don’t think it would have given a satisfactory experience in terms of feature set and polish. I wouldn’t have been comfortable calling it the “Ultimate Runner Solution” in that state. The good news is that the latest builds of Ouroboros have been very stable and much more polished. The feature set and usability of the system is light years ahead than a few months back and this will only improve further after release. This is in part thanks to my two beta testers that are very honest in their feedback helping me making Ouroboros the best I can. I have been working particularly hard in the last few weeks to try and get Ouroboros to a state that is ready for release. That release time is nearing very close as I squash the last of the minor bugs and nail down a few remaining usability issues. At this point in time the project state is as follows: • Code (Asset) – very minor tweaks to usability ($99.99% complete) • Code (Demo) – 95% complete • Text Documentation – Complete • Video Tutorials – 95% complete • Demo level – Requires design in Ouroboros (most assets acquired / sourced / modelled) While the actual asset is all but complete, the Unity Asset Store requires me to make a demonstration of Ouroboros which will be the bulk of my work before release. I am really excited about what Ouroboros can do and even more excited about what people will make with it. I am literally bursting at the seams to show it to everyone but I just need a little more time before I can unleash it onto the asset store.
Kenneth Claassen
a month ago
Marlon Antonio Rodriguez PradoYou have not released it?
Unfortunately not. Getting that last 10% done has been a more difficult task than I anticipated. However, everyday I'm getting closer to something that I can actually call a product. I plan to release it Soon (TM) my current hope is before Christmas. They really don't lie when they say 90% of the work is in the last 10%
You have not released it?
GE
Gareth Evans
4 months ago
Thanks for the update @Kenneth Claassen ... I'll continue to monitor your progress.
Kenneth Claassenjoined an event
Machine Learning In Unity
1:00 PM - 2:00 PM April 4, 2018
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Kenneth Claasseninterested/going an event
Machine Learning In Unity
1:00 PM - 2:00 PM April 4, 2018
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About Me
I am currently a Senior Road Engineer who has been self learning programing and game development for...
DTMR (Queensland)
Engineer (Civil)
Griffith University, Australia
Engineering (Civil) 1st class honours
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