Share with us how are you using the powerrrr of the force
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by Damien » Tue Dec 06, 2005 8:44 am
Very nice.
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by JernejL » Tue Dec 06, 2005 9:49 am
This demo is awesome, not just physics but also graphicals, i think i saw mix of lightmaps, stencil shadows and bump mapping, it is normal that you don't have it all textured at this stage, but when you do use larger images resolution since the resolution of picture on the wall is awful
great work, thumbs up!
EDIT: one thing i am wondering about: how do you detect if is character on floor?
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by walaber » Tue Dec 06, 2005 1:32 pm
very, very cool demo! the atmosphere works well to show off both the graphics and the physics. your object movement code looks very smooth, well done!!
Independent game developer of (mostly) physics-based games. Creator of "JellyCar" and lead designer of "Where's My Water?"
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by Julio Jerez » Tue Dec 06, 2005 3:16 pm
Dam and you were doing all that secretly, not bad for a new comer.
I see we are in the present of a dart master here.
I send out for the Mitholian count.
Maybe you need a new training in the secret power of 135
I have to say impresive everething is very impresive.
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by Yezide » Tue Dec 06, 2005 3:27 pm
Thanks for the kind words
When things get more stable and better looking I'll release a little demo.
Delfi:
No lightmaps, only stencil shadows
And most of the objects are just place holders. waiting for the artists to complete some more good looking stuff
The player is using special character physics and that detects when the gravity force makes the body collide.
Julio Jerez:
Does this mean I might get to learn a secret handshake?
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by Sury » Tue Dec 06, 2005 3:28 pm
Awesome man, keep it up!
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by Twixn » Wed Dec 07, 2005 6:05 pm
Wow, that is cool.
Cant wait for a demo
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Failure is not an option!...It comes bundled with the software.
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by vectrex » Thu Dec 08, 2005 12:30 am
haha how completely bizzare. I watched the demo and then today my flatmate goes 'check out what Chris' friend made' and it was the same thing. VERY small world
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by cleathley » Thu Dec 08, 2005 12:30 am
very nice.. looks good
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by JeDi » Tue Jan 03, 2006 11:42 am
Hi,
Congratulations with this project! I realy like the intuitive character control. Especially the "dragging" with that hand-like cursor. HalfLife 2 would be a lot more fun if they had this
Is the character movement code like yours hard to implement? I'm new to Newton, but I'm going to use it in a research project . Are you using the character controller of Newton (I read that it exists and helps caculating forces etc. for fps like movement)?
For now, I just want basic movement: walking/running, straving, turning, looking, ducking, jumping with collision detection, including slopes and stairs.
Thanks!
Greetz,
JeDi
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by Yezide » Tue Jan 03, 2006 4:12 pm
Thanks for the nice words
There is no character controller in newton, what I am using is a system of my own based use the Newton collison function (this is for greater control). This is medium-difficult to implement but no major task if you have done similar stuff before.
You could also use the newton forces to control a character and you can find examples (even code I think) and discussion on this forum. Try searching for character control. My advice for making a character controller would be to use a spring or Pid-controller to control the direction and speed of the character. To keep the colllider upright you can use the up-joint (or a custom one).
Hope that helps a bit.
(EDIT: The newton tutorials contains basic character controller code aswell)
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by Assembler » Thu Jan 05, 2006 2:54 pm
awesome man!
when do you plan to release the demo?
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by Yezide » Mon Jan 16, 2006 5:48 am
Assembler wrote:awesome man!
when do you plan to release the demo?
(Back from vaction)
Dunno, in a month perhaps, once I get it working better.
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