Fitted armour
- Armour on the player bodies is now grown from the body itself.
- Each piece is a set of shells cut from the skinned body's surface by a region, such as "the torso to the hips and the arms to the elbow".
- Shells are pushed out by the material's thickness, clipped cleanly along the edge, and skinned with the body's own bone weights on the body's skeleton.
- Sleeves bend with the elbows, greaves turn with the shins, and gloves close with the fingers. Nothing clips through, in any pose, on either body.
- Plate: smoothed into a rigid-looking hull (no muscles showing through a breastplate) and built in overlapping lames: faulds, pauldrons, couters, poleyns, tassets and sabaton lames.
- Hanging cloth:
- Robes, mail skirts and gambesons hang as skirts weighted between the hips and each leg; long robes are slit front and back, so a lunge parts them instead of a leg going through.
- Tabards hang as front and back panels that drape over the chest.
- Capes hang from the shoulders.
- Boots and gloves: boots are smoothed over the foot (no toes showing) with soles, cuffs and straps; gloves enclose the fingers.
- Layering: pieces from different slots are ordered by thickness, so boots clear leg armour and gauntlet cuffs clear sleeves.
- Textures: mapped round each limb and the torso in rest-pose space, so they stay put as the armour bends.
- Performance:
- Geometry is built once per body and shape, and shared by every tint and rarity of that item and by everyone wearing it. A second item of the same shape is instant.
- A full plate harness is about 14k triangles, in a handful of skinned meshes on the body's own skeleton.
- First person hides what's worn on the head and torso, like the body.
- Ground items: the same shells, lying in rest pose.
- New (21 checks):
- Every one of the 41 armour shapes builds on both bodies.
- Plate, mail and leather kits are CPU-skinned through swings, a roll and a crouch on both bodies: under 1% of sampled points more than 6 mm into the body (only at deep creases like the back of a bent knee), and the gap to the body changes 0.1–0.4 mm typically.
- First-person layers, per-body fit, geometry sharing and ground models.
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.