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DayOfWar Player Controls
DayOfWar Player Controls
| Name: | Bill Vee | |
|---|---|---|
| Date Posted: | May 26, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Bill Vee |
Blog post
Just a small update showing off player controls.
Player movement 1
Player movement 2
I had to create a new player class to accomplish all the features I needed for my game.
The main thing I needed was a player that could orient itself to an arbitrary gravity point.
The new player class has replaced the old collision code and now uses a capsule instead of a box.
As you can see the capsule works very well.
My class supports all the functions of the original , move animations , damage , weapons , inventory , movement , jetting , etc ...
I had most of this coding done when 1.7.0 came out and I had to make a couple of changes to upgrade to the new version.
I am pretty happy with the results.
In the video with the ships ,when they explode the debris created is falling in the z-plane.
It is on my todo list.

Player movement 1
Player movement 2
I had to create a new player class to accomplish all the features I needed for my game.
The main thing I needed was a player that could orient itself to an arbitrary gravity point.
The new player class has replaced the old collision code and now uses a capsule instead of a box.
As you can see the capsule works very well.
My class supports all the functions of the original , move animations , damage , weapons , inventory , movement , jetting , etc ...
I had most of this coding done when 1.7.0 came out and I had to make a couple of changes to upgrade to the new version.
I am pretty happy with the results.
In the video with the ships ,when they explode the debris created is falling in the z-plane.
It is on my todo list.

Recent Blog Posts
| List: | 05/31/08 - DayOfWar Six Degrees Of Freedom Camera System 05/26/08 - DayOfWar Player Controls 05/08/08 - DayOfWar more Asteroids 05/05/08 - DayOfWar Moons/Asteroids 04/28/08 - DayOfWar Oceans 04/07/08 - DayOfWar SixSidedSpheres 2nd try 04/07/08 - DayOfWar SixSidedSpheres 02/22/08 - DayOfWar is a Finalist. |
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Submit your own resources!| Morrock (May 26, 2008 at 23:53 GMT) |
It looks great how smoothly you can fly and run, that custom class really got the job done. I've started rewriting my own player class, but I'm not too great at understanding collisions in Torque, are there any resources or links you looked at that helped you that you'd mind showin' me, or was it all just digging and learning on your own?
I can't wait to see what combat is gonna look like in that game once you get tons of players fighting across land and space.
Edited on May 27, 2008 00:22 GMT
| Bill Vee (May 27, 2008 at 00:35 GMT) |
Jupiter in the background is a dts object and yes it is rotating.
You can't land on it.
It is just used for background scenery.
As for tips I suggest just looking thru all the resources.
But here are a few that helped me work out a few things.
Conform Player to Terrain
Add Radial Force and Vorticity to PhysicalZone.
Air Control. This one is part of 1.7.0 now but it is a good learning tool.
While none filled my needs exactly they did give me ideas on how to proceed as well as a better understanding of the engine.
Edited on May 27, 2008 00:42 GMT
| James Laker (BurNinG) (May 27, 2008 at 12:05 GMT) |
For people wanting to use a DTS Shape (Planets, etc) in the background, search for fxShape.
| Maxim Lyulyukin (May 27, 2008 at 13:00 GMT) |
video looks great
| JPaxson (May 27, 2008 at 14:01 GMT) |
| Jesse (Midhir) Liles (May 28, 2008 at 00:03 GMT) |
Anyway, I'm glad to see that you're still working on this game as it is probably the highest on my list of games
I cannot wait to see released.
| Bill Vee (May 28, 2008 at 01:40 GMT) |
Caves , overhangs and arches are all possible. What is restricting people right now is the current atlas asset pipeline.
I do plan on releasing a resource for spherical terrains but I am not sure in what form would be the most beneficial to the community.
I have tinkered with a obj/3ds to atlas converter. I think this might be a better approach to serve developers than a simple heightfield to atlas converter would.
Exporting a terrain file from your favorite 3d editing software makes the possibilities limitless.
Edited on May 28, 2008 13:41 GMT
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