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https://www.gevanni.com/projects/pb3/BoxFight.mp4

Some old video of me testing out and later patching "crate boost" technique that I accidentally discovered. Grass looks fancier now.

This video also showcases player, weapon and crate collision models. I figured there can be much more optimizations if they are exactly the way they are here: 

- Weapons can be flipped only visually without need to care about collision shape switched (which causes plenty of issues starting with weapons accidentally going through walls and thin objects);

- Characters consist of old point-spring model from PB2 but with usage of masses and having much more stable springs. With structure like this characters do not stuck in each other if they happen to be from other teams. And main idea here - is to allow higher player counts, assuming that I hope to not have cases when characters need to be frozen when they are offscreen.

- Other entities like crates and barrels do not have point-chain collision model as it was with PB2. Many entities that can turn do also support flipping which does not exist for guns - it comes with a cost of potentially being able to go through thin walls but so far it didn't seem like a problem for something big as Hound Walker-CS.

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While all that is a thing most projectiles have custom physics simulation that works at higher rate to properly approximate friction logic for fast projectiles in walls/liquids/air. 

Also, game does use different hit model for projectile-player and projectile-weapon cases, but for the most part it is about hitting many circles in between of visible circles which can be seen on this video. These use proper math formulas for moving circle and moving circle intersections basically.

Projectile-entity (barrels, crates, vehicles) collisions use different approach, which is about simple raycast, but previous position of projectiles is shifted towards relative velocities of projectile and entity. So far it has been performing perfectly in terms of accuracy. Some entities can also block explosion waves which is implemented for Hound Walker-CS.

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