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Plan for Jeremy Alessi
Plan for Jeremy Alessi
| Name: | Jeremy Alessi | ![]() |
|---|---|---|
| Date Posted: | Apr 27, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jeremy Alessi |
Blog post
Rigid Shapes IN ...
One thing I've seen in KOTM from conception is highly interactive battle arenas. I talked about this a bit before with the super human battle thing ... player bodies destroying the surroundings etc... Tonight I added the rigidShape class to the engine and tweaked a few things to get it to work with KOTM and it's very nice. The only problem is that I have to decide between having player bodies moving the rigid bodies or projectiles.
It's simple physics, velocity is the squared term in kinetic energy. So a fast moving projectile although light will cause a lot more impulse than a heavy yet slow moving player body. If I make some really light rigid bodies to allow the player bodies to move them upon impact then projectiles will knock them completely off the map. If I make the rigid bodies massive then the projectiles move them decently but not completely off the map but then player bodies don't do much if anything. It's a bit of a catch 22 ... I'd like player bodies to move them for that cool effect of a body flying and knocking down the environment (think Terminator or Dragon Ball Z) but then it's also fun to knock stuff around using weapons ... ugh ... decisions ... decisions!
It's simple physics, velocity is the squared term in kinetic energy. So a fast moving projectile although light will cause a lot more impulse than a heavy yet slow moving player body. If I make some really light rigid bodies to allow the player bodies to move them upon impact then projectiles will knock them completely off the map. If I make the rigid bodies massive then the projectiles move them decently but not completely off the map but then player bodies don't do much if anything. It's a bit of a catch 22 ... I'd like player bodies to move them for that cool effect of a body flying and knocking down the environment (think Terminator or Dragon Ball Z) but then it's also fun to knock stuff around using weapons ... ugh ... decisions ... decisions!
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Submit your own resources!| Chris Labombard (Apr 27, 2005 at 10:35 GMT) |
Edited on Apr 27, 2005 15:13 GMT
| Daniel Allessi (Apr 27, 2005 at 15:25 GMT) |
| Chris Labombard (Apr 27, 2005 at 15:47 GMT) |
Edited on Apr 27, 2005 15:48 GMT
| Jeremy Alessi (Apr 27, 2005 at 16:41 GMT) |
Actually, I was thinking of just de-scaling the impulse vector altogether in a my radiusDamageRigid() function. This way the projectiles will have the same effect on players and a different effect if they hit a rigid shape.
| Chris Labombard (Apr 27, 2005 at 18:41 GMT) |
| Jeremy Alessi (Apr 27, 2005 at 19:56 GMT) |
| Tim Hutcheson (Apr 27, 2005 at 20:14 GMT) |
| Chris Labombard (Apr 28, 2005 at 16:59 GMT) |
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