Log in

No account? Create an account
Today: poking the state of the in-game physics system. Since the… - Spectre Gruedorf Challenge Blog [entries|archive|friends|userinfo]
Spectre Gruedorf Challenge Blog

[ userinfo | livejournal userinfo ]
[ archive | journal archive ]

[Mar. 1st, 2008|01:31 am]
Spectre Gruedorf Challenge Blog


Today: poking the state of the in-game physics system.

Since the last time I played with ODE, they've made a few improvements. The main one being that you now have a good, sensible way of making player character controllers not suck - LMotors and AMotors. Sadly, LMotors have no documentation, but basically you just attach one end of the motor to your character's body, the other end to the world (read: "0"), and then apply velocity to the axes as needed. Similarily, attaching an AMotor to an object will allow you to adjust its angle. For a project by one of our users, I threw in a little character controller; my test object runs around the ground like a hot damn with absolutely no issues whatsoever and I am absolutely delighted. Easiest physics integration job I've had to do in five years.

Yesterday: I added spline paths to the editor. Right now I'm using Catmull-Rom paths because you just drop the points down and everybody likes you, but right now I can't say that I'm 100% convinced that they'll be the final solution. But they have so many things I like about them, though! Anybody know a better alternative? There's that article in GPGems2 that the ATI guys wrote which I could try, I guess.