We finally implemented a basic physics system featuring forces, collision detection and response. Force vectors can be added to objects, which now have a "mass" property. In the case of a collision event, the force vectors will be distributed on the affected objects depending on their mass ratio. This causes light objects to bounce back when hitting a much heavier object and vice versa. Collision detection works between object/scene geometry as well as between multiple objects. Collision tests are performed using bounding spheres and oriented bounding boxes in a second pass. The side effects caused us some serious headaches and required some heavy rework of already running features. Its still far from perfect and thus strange things may happen - like objects floating in mid air or bouncing away in curios directions :) But, its a good start and we probably will get hands onto the API/scripting stuff within the next weeks.
March 25, 2011
March 3, 2011
REVERT3D in motion
Today we present you a short feature demo recorded from the current version. Thanks to Chicajo (www.chicajo.com) for the nice background music.
March 1, 2011
Gradual progress and new friends from Italy
It's been a while since the last postings, but we're still quite active on the project. First of all I'm glad to tell you that Saarek, 3D artist from Italy and once the creator of the Duke Nukem 3D mod "Daikarin" is now reinforcing developement by actively testing every new version. With his help we already did lots of major improvements on the engine during the last weeks. That is in general a lots of editor improvements, new texturing system, much better game loop synchronization and even much more. We're currently working out a short youtube movie showing REVERT3D in motion to give you a better impression on what we have done so far. So, stay tuned and keep it oldschool folks.
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