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Plan for Jeremy Alessi

by Jeremy Alessi · 04/27/2005 (9:08 am) · 8 comments

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!

#1
04/27/2005 (10:35 am)
Jeremy, why don't you just decrease the mass of your projectiles? That way you could get both effects you want.
#2
04/27/2005 (3:25 pm)
Or scale up the player's velocity during the impact calculations to put them on par with projectiles
#3
04/27/2005 (3:47 pm)
You could do that, but changing the mass of the projectile is easier to do.
#4
04/27/2005 (4:41 pm)
You have to remember that messing with the mass of the projectiles or the velocity of the players when they get hit screws with KOTM's gameplay.

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.
#5
04/27/2005 (6:41 pm)
What about changing your rigid calculations to use a standardized mass? But I guess you want hte rigidshape to move further from a rocketblast then from a bullet.
#6
04/27/2005 (7:56 pm)
I got it just by scaling down the impulse vector. So I calculate it as normal and then make it 20% of what it's supposed to be for projectile -> rigid body collisions. Seems to work the charm. This will still allow for a large blast to be more pronounced than a small one as you mentioned above.
#7
04/27/2005 (8:14 pm)
Scaling the impulse vector is pretty reasonable because that's about what soft flesh does when hit by a projectile, as opposed to the way a solid (rigid) body behaves. Pretty cool stuff, Jeremy.
#8
04/28/2005 (4:59 pm)
Have you released any videos of KOTM yet? I would love to see some vids of the action.