Share with us how are you using the powerrrr of the force
Moderator: Alain
by Julio Jerez » Thu May 15, 2008 8:56 pm
Oh very cool, tnhnk fo posting.
If you need the pawaaaa of archemedia send me a PM.
it looks like you are startiong so maybe is a goof time to make the transition.
is teh land a high map?
if so Archemedia now have hieghfiled terrains as standard collision that you can use and edit in real time. and it is also a lot more deterministic so it is good for online game.
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Julio Jerez
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by stevend » Thu May 15, 2008 9:02 pm
my latest build is all bugged up and says "application failed to initialize properly" and i think i am building my compiler is outputing bad copys of my wrappers library, so i have to try to compile it on another machine.
so working downloads are unavailable right now
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by Vsk » Fri May 16, 2008 2:05 pm
Looks nice, and it goes with my personal tests about the phycin in games. I just notices that you add physic representaion for leaves, that is very good, I like fully physic interactive environment (all the games that I've made I've tried to do this).
One question, can the trees fall?, In that case, how did you use (in performance way) to make the falling like it in fact would had a root ?
I have for my trees move the mass center down, so the fallin is a litle more realistic, but, this has problems: if a heavy object goes to it slowly , it will be pushed withoug falling. But for fast speed collsion works good.
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by Julio Jerez » Wed May 21, 2008 12:56 pm
I am trying to make some sence ot the model in teh image, what it is?
It is a huge spider monster?
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Julio Jerez
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by stevend » Wed May 21, 2008 6:44 pm
hey, i got the new version compiled, but the character controller is outta whack on fast computers i think, something about frame rate independence.
Ill upload it too the website tonite.
Julio: Yeah some free huge spider model i found on the net
Vsk: right now most materials are the same, im adding more to do taht sort of thing, but im trying to iron out some bugs for a release
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