Posted: Sat Jan 07, 2006 5:34 am
Thumbs up! I am also very, very interested in physics-based animations... Something I've never seen before...
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You're late cause Santa just leftTribaal wrote:I like the sparkles as well... Could I have a sparkling two-handed battleaxe in Lugaru 2
Great job
sorry if i'm misunderstanding you, but it would fall the same even if one part were heavier than the other.Razor7 wrote:True, i think the hilt would be falling a little faster and would even outzip wrote:Can weight be assigned to specific sections of the model?
I realize that objects fall at the same speed no matter what the weight, but when it impacts another object then different areas of weight on the model would make a difference.erazorhead wrote:sorry if i'm misunderstanding you, but it would fall the same even if one part were heavier than the other.Razor7 wrote:True, i think the hilt would be falling a little faster and would even outzip wrote:Can weight be assigned to specific sections of the model?
see, (counter-intuitively,) objects actually all fall at the same speed regardless of their weight. the only difference would be when air resistance came into play (like with a feather vs a bowling ball). but a ping-pong ball and a ping-pong ball of solid lead would fall at the same rate.
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i agree, and i was responding more to razor7's incorrect (i think) assessment on how this weight difference would change how it fell.zip wrote:I realize that objects fall at the same speed no matter what the weight, but when it impacts another object then different areas of weight on the model would make a difference.
I'm sure that this is covered in the engine. It's not difficult to deal with a center of mass.erazorhead wrote: broly had a good point in that, if we wanted essentially 'perfect' physics that incorporated weight balance between different parts of an object that was presumably composed of materials with varying density/weight, we would not need to do anything more complicated than to somehow code the item's center of gravity. however my sense is that, for all intents and purposes, the physics engine will be sophisticated enough without this extra work.
I'm sure that that is already implemented as well, since collision detection is there. So the results of such an experiment should be predictable.more than these weight differentials / center of gravity tweaks, i'd be interested in physical interactions between complex objects -- i.e. an armful of weapons dropped together and bouncing off each other.
Still, it's a lot more computation than just one object bouncing on the ground, so there's the speed issue.rudel_ic wrote:I'm sure that that is already implemented as well, since collision detection is there. So the results of such an experiment should be predictable.more than these weight differentials / center of gravity tweaks, i'd be interested in physical interactions between complex objects -- i.e. an armful of weapons dropped together and bouncing off each other.
I hope it won't turn out that way. I want a beat 'em up! And I'm sure I'm not the only one.Crill3 wrote:Me thinks L1 and L2 is going to differ alot, since L1 is a h2h fighting game and L2 a more RPG-like game.
As I understand it, it's just a dash of RPG elements. Essentially more freedom for the player.rudel_ic wrote:RPG? That's what I need pen, paper, dice and imagination for. I've got enough of all these wannabe RPG games.
I know, I know. I've got my emotional moments.Silb wrote:David's in the place.
Sounds more to me like crill is talking about RPG elements that include an action type of battle system instead of a turn-base battle system. Like Rogue Galaxy.rudel_ic wrote:I hope it won't turn out that way. I want a beat 'em up! And I'm sure I'm not the only one.Crill3 wrote:Me thinks L1 and L2 is going to differ alot, since L1 is a h2h fighting game and L2 a more RPG-like game.
RPG? That's what I need pen, paper, dice and imagination for. I've got enough of all these wannabe RPG games.