First Page

Finally finished off and published the first (non-bloggish) page of a “series” of pages I’ll be adding to (eventually) that I’d collected thoughts on about optimization stuff in the Ikosa Framework.

Ikosa Tuning Introduction

Roundup 2


  • Model cache improvements
  • furnishing stuff
  • multiple cabinet drawer containers
  • location targeting
  • object storage/holding actions
  • client UI work
  • portal cleanup


  • movement budget consumed on failed movement
  • grasp awareness improvements
  • bump-into awareness
  • movement and lighting tweaks
  • RoomIndex


  • performance and edge case tweaks
  • room awareness performance
  • value-type usage increased
  • move-cost factors for moving objects
  • LocatorIndex
  • removed shader effects reference


  • auto-pump the time-tracker
  • turn time-extension when creatures acting (especially moving)
  • client UI concurrency stabilizations
  • pouch and devotional symbol slots (for caster classes)
  • menus via ObservableCollection
  • auto-hit (unattended objects, friendlies with harmless)
  • grip rules for climbing improved


  • more climbing test and fix
  • multi-level fractional power die
  • ghoul/ghast (mostly)
  • extraordinary power actions


  • poison as a trait
  • paralysis power
  • mental actions
  • secret saves
  • disease trait
  • more undead immunities (paralysis/disease)
  • violet fungus
  • tentacle natural weapon
  • construct guard (automaton)
  • extra health for constructs
  • dart/javelin (needed for goblins)
  • container notifies of lighting changes
  • thread per actor window
  • team affiliations
  • user/creature binding


  • IsMaster client handling
  • multiple (closeable) actor windows
  • UI re-organization
  • portrait cache on client
  • initiative visualizer (IsMaster)
  • IsMaster master and any actor prerequisite list
  • auto-turn tracker startup on unfriendly awareness

Annual Roundup 1

It’s been just slightly over a year since any substantive post.  Again, as the sole resource on Guildsmanship (Ikosa Framework), I get more from the coding than from promoting to the small set of people who are even slightly aware I have been coding the D20 system (v3.5) for the past decade (or so).


Last January: more furnishing things (mostly model generation)

February: even more furnishing things such as drawers and doors opening, UI workshop, in-game manipulation actions; ended with some drawing optimizations in the workshop and client

March: continuing on optimizations

April: even more optimizations (it’s easy to get addicted to performance numbers!)

May: got back into furnishing movement (push/pull/slide/rotate); also got into climbing, moving on furniture; and UI bound jump-down and hop-up actions

June: (slow month) but I added a new ModelCacheSelector; and here’s a quoted comment from a check-in: “Furnishing default implementations tend towards solid convex cuboids
overrides for hollow/cabinet/surface mainly change covered face exposures” (which I think was a refactoring to a base-class so I didn’t have to copy/implement certain geometry features)

I’ll add some more later today while I’m on a roll.

Latest Model Pics

TFS Changeset Count

Lest I appear idle due to a lack of posts…

2016-01-27 (2)

And a small sample of the check-ins over the past few weeks:

2016-01-27 (3)

Splash of Color

Putting all the fragments together gives the basic shape of a meta-model, but doesn’t explain how to get to this:


The first thing to do is to define the set of brushes that can be used to paint the miniature.  This is done by opening the “brushes” node for the meta-model in the package explorer.


Resulting in the brushes editor:


From within it is possible to add colors, images, gradients and stacks.  Colors are pretty self-explanatory, they are solid colors.  Images are images available to the model either bound directly to the part, or referenced as a resource in the package.  Gradients are linear gradients based on WPF gradient brushes.  Stacks are sets of brushes that are overlain on top of each other (assuming that the upper brushes have some transparency.  Stacks allow multiple directionalities to gradients within a brush.

Next, opening a gradient brush shows the gradient editor:


The directionality of the gradient is selected via the array of buttons with arrows.  The gradient stops are modified in the list box and buttons on the right side.  The slider to the left of the gradient stop list box specifies the gradient stop relative location for the currently selected gradient in the list.  The striping effect of the gradient is controlled by the “spread” combo and the slider next to the combo (which determines how the pattern repeats when it ends and how often the pattern repeats).

Now, to the actual painting back in the meta-model editor.


The “brushes” tab lists all the named areas that can have brush references mapped, and the currently mapped reference.  Right-clicking one and selecting “assign” brings up a visual list of all the brushes that can be applied.5b-assign brush

These references are the “global” (for the meta-model) brush references.  It is possible to apply variations to individual fragment instances; and this applies to brushes as well as “parameters” such as lengths and radii, and to place more than one fragment in a reference connector.

For example, on the left arm, the first “arm.xaml” segment connected to the torso doesn’t have anything mapped for the “arm” brush, but the “arm.xaml” mapped in it’s “connector” has it’s “arm” brush overridden to be sleeve, which is effectively a reverse direction of the “shirt” brush so that the visual jump at the elbow isn’t so jarring.


Also, I mapped another segment “balljoint.xaml” to the left-arm slot on the torso to create the slightly bulging shoulders.


Finally, to reduce the relative thickness of the forearms, I select the forearm segment, switch to the “doubles” tab, unselect the “yield” checkbox for arm-diameter and freely adjust the diameter.

Some Assembly Required

This post I’ll demonstrate a constructing a meta-model; a model made out of little fragments of 3D models snapped together, scaled and rotated.  I’ll follow up with a model painting post.  Somehow I have managed to emulate all the tedium and time-consuming nature of painting miniatures for table-top RPGs, and put it into software, while retaining the tedium and time-consuming nature of working with miniatures.  It’s actually not that bad since I created a “duplicate miniature” function.

Anyway, within a resource manager, we need to create a new meta-model and base it off a XAML file that has “fragment references” (I use one called RootBase.xaml).  Fragment references are a XAML extension I created that indicate where a fragment can be included in a model.  The technique is recursive so that fragments themselves can contain fragment references.  Think of a fragment reference as a placeholder.

<Model3DGroup xmlns=""
<uzi:FragmentReference Key="Core" OffsetZ="{uzi:DoubleVal Key=CoreElev,Value=2.1,MinValue=0,MaxValue=5}"/>

just need to pick a model file with fragment references

just need to pick a model file with fragment references

When we open the meta-model in the editor (built on the Helix Toolkit) we can see that it is empty.  Evidence that there is a reference in the file shows in the “Root Node” of the tree-view.  There is a single reference called “Core” which is a placeholder (literally, a location reference point about 2.1 feet above {0,0,0}), that can be adjusted in a variety of ways.

haven't added any fragments yet

haven’t added any fragments yet

Since my resource package already has my collection of fragments included, I only need to assign parts to begin constructing the meta-model.  In the following image I’ve assigned “RootLegs.xaml” to the Core reference.  This provided two more reference points, one for each leg, which I went ahead and assigned “Leg.xaml” to each.  Leg.xaml has a connector reference so we can build downward to another leg part, and then a foot part.  It also has a VisualEffectMaterial called “Leg” which is a texture reference to be explained a little more in another post.

I've skipped ahead just a little bit

I’ve skipped ahead just a little bit

What I also did was Cloned the Core reference so I could get a second fragment anchored to the same spot.  When cloning, I have to supply the fragment that will be held in that spot; in this case I chose “Belt.xaml“.  Belt has a Buckle reference at the front, and a Stack reference onto which a torso is usually placed.

After a bit more of this, I get pretty close to a complete (unpainted) miniature.

now I've skipped ahead a lot

now I’ve skipped ahead a lot

I left the right hand off, so now I assign it.

any part can be added to any reference spot

any part can be added to any reference spot

Knowing the hand is a little bit big, I need to adjust it down.  The hand model contained another extension called a DoubleRef, which provides me a way to adjust it in the workshop.  Actually, the entire conic mesh is programmatically generated (and cached) via a markup extension as well!

<GeometryModel3D Material="{uzi:VisualEffectMaterial Key=Hand, VisualEffect={uzi:SenseEffectExtension}}"
Geometry="{uzi:ConeMesh CacheKey=1, Origin={uzi:Point3DVal}, Direction={uzi:Vector3DVal Z=-1}, Height={uzi:DoubleVal Key=HandLength,Value=0.4},BaseRadius={uzi:DoubleVal Key=WristRadius,Value=0.18},TopRadius={uzi:DoubleVal Key=FingerRadius,Value=0.12},ThetaDiv={uzi:IntVal Key=HandTheta,Value=8},BaseCap=true,TopCap=true}">

the hand was bigger than the sleeve until I adjusted it

the hand was bigger than the sleeve until I adjusted it

Both the “Doubles” tab and the “Ints” tab control the value of all references to the named integers and doubles in the miniature.  ArmTheta, for instance, controls the number of “sides” for an arm cylinder.  You can guess what the other ones do.

I have a separate utility to construct head models, I'll explain that sometime if I get around to it

I have a separate utility to construct head models, I’ll explain that sometime if I get around to it

Next I put a staff in the wizard’s hand.  Naturally this doesn’t orient and position neatly into my customized model.

the rest of the miniature had been rotated into place already

the rest of the miniature had been rotated into place already

So, I select the staff, and adjust the pitch.  I had been adjusting the rest of the model to this point in a similar way, and gave the right arm a slight downward pitch, which I have to overcompensate for by applying a 95 instead of a 90 degree pitch.

aligned, but too high

aligned, but too high

Also, the staff is running a little high, so I adjust the Z-Origin up a bit; origins are relative to the fragment reference point for the fragment.  Offsets are in “final” model-space and can be more tricky to work with.  I also assigned a fragment to the “Focus” reference of the staff fragment.

almost done

almost done

I fix this by Rolling the staff fragment 180 degrees, then I adjust the scale of the Ball fragment (since I don’t have separate radius parameters for a sphere mesh).

not to scale

not to scale

Next time (perhaps), painting a miniature.