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"path": "/t/scenemax3d-ide-wip/49439?page=2#post_23",
"publishedAt": "2026-05-18T19:49:53.000Z",
"site": "https://hub.jmonkeyengine.org",
"tags": [
"Fighting Game WIP | May-18-2026"
],
"textContent": "The weapons system was relatively complicated. The IDE has a Meshy.ai plug-in (I didn’t talk about it yet) which is very helpful in finding or creating 3D models so I have used it to find an Axe for the main player.\n\n\n\nThen I had to define the axe weapon and test it with the main player so a new weapon asset designer was added to the IDE where you can set the model, define postures, attach the weapon to a joint and set its scale, offset and rotation and set its colliders. I tried to keep it as simple as possible with as less as possible options in the UI.\n\n\nSometimes, a weapon can be thrown by the player so a throw motion designer was added to the IDE:\n\n\n\nThe run-time needed to a new support for event systems both for the player animation and for the weapon’s motion path - this enabled detaching the weapon from the player’s joint at a specific time and attaching it to a motion path and while moving along the throw motion path a second event system triggered sound and visual affects.\n\nTo complete the mission a cinematic camera was triggered (also by the motion event system) to follow the weapon while it’s flying towards its target:\n\n\nIn run-time each and every of those assets (throw animation, weapon, throw motion, cinematic camera) are fully independent and can be used on every model in different scenarios. The animation can be attached to any model with Mixamo rig.\n\n\n\nEffekseer effect was imported for the weapon throw.\n\nThe weapon can be attached to any model which has the matched joint name. The throw motion and cinematic rig can be attached to any game object. Re-use is key factor here.\n\nThe challenges are:\n**Game design and story** - how to make the game interesting and follow a particular story\n**Game mechanics** - how the user can perform complex tasks without a need for PHd\n**Tunning the difficulty level** - I spend hours playing/testing the game, finally I get bored so I make it harder. Regular player might find it intimidating\n**Performance** - frame rate must be high at all costs\n**Testing** - it’s hard to move to the next level so shortcuts (and cheats) are needed for testing\n**Package & deployment** - currently a game working in the IDE is not guaranteed to work outside of the IDE\n**Game weight** - starting to become a real issue which needs to be addressed somehow…\n\nFighting Game WIP | May-18-2026",
"title": "SceneMax3D IDE (WIP)"
}