Game Development Community

Plan for Frank Bignone

by Frank Bignone · 12/29/2001 (12:38 pm) · 2 comments

On the team side, we have a new coder : Lucas Goss. He is actually working on the script of the game.

Concerning the game physics, I have at least come up with a running physics engine inside Dog of Prey. The engine need still some tuning but it's working quite well. Now, I need to focus more on the collision detection and on the multiplayer aspect.

If you want to have more news on our project, go to our website at perso.wanadoo.fr/hysteria

About the author

Real programmers don't waste time recompiling; they patch the binary files... ... Real programmers don't waste time patching binary files; they patch memory.


#1
12/31/2001 (6:16 am)
I dont know why Frank, but I just love your little game project! :))

I'm glad its still moving along.

Did you really need to use "real" plane physics though? is it really useful?

My own game is using helicopter style flight models for my main craft, but thats just a fairly simple hack, nothing complex.

Anyway, best of luck!

Phil.
#2
01/01/2002 (9:04 am)
Thanks :)

Concerning the plane physics, I do not use a real plane physics, it's more a simplified one. The previous I used had more than 60 parameters. This one has only around 20 parameters and the behaviour is arcade-like.

The main issue I had was to have a physics engine stable. I ended up by refreshing the plane dynamics every 1/320 second when the plane has a high speed.

good luck for your project too, and happy new year

Frank