![]() Technically you can use it, but you have to break your vehicle's models into multiple parts. Hi just_in_case, is it possible to use Coppercube's standard bullet physics in vehicles just to make it a little more realistic? If you own studio edition of Coppercube then you can implement those features in your game yourself. More physics features can be implemented to Coppercube but that would be a lot of work even for as the bullets physics library already provides advanced physics features like buiyancy, ragdolls, vehicles physics, rigid body physics and all. I will send a email to him!Ĭoppercube uses bullets physics engine, while the demo that you have shared uses newton physics engine. I would like to suggest Niko maybe a possibility to pass this script of vehicle to Coppercube. See this document of vehicle script in Irrlicht: Unfortunately, only Niko can pass the script of vehicle from Irrlicht to Coppercube. It is possible to bring the physic for vehicles from Irrlicht to Coppercube? Somebody know how to do this? So it would be a great idea to bring the Coppercube the physics for vehicles! It is on thing that I want so much! Niko doesn't pass the physics of vehicles to Coppercube. Hey Robo, Jesus Christ loves you too much. Its fairly accurate so solves my problem now. I used a pre-setup array for this with names of objects and max sizes (from central pivot point). Instead they must be strong enough to push stuff around by hand and even strong enough to pick objects up.all adjustable This way the player cant just drag an item around and push things around this way. I got it working now - I created my own collision detection for all physics objects and so the drag n drop will end once it hits another physics item. Select 3 or 4 people from the forum to give you a sincere and real opinion and send you a video about their assessment. You can create something like a competition to be testers. It would be good if you start making a very short demo of how the project is going and they can test it thoroughly. Just watch their content on youtube - itch.io and ask about each other's portfolio or experience. Hi robo, due to the magnitude of your project, consider hiring people who have that ability that you are limited at the moment, they would be willing to contribute and give their best for the growth of the project. I have tried using my own drag n Drop as well as Sven's free version of it and neither work as desired, so I'm not willing to use it much as the player will quickly work this out and change the game I had intended it to be.which is the player is weak to start with and gets stronger over time and can push and carry objects in time - not just be picking up an item and pushing everything around. I wanted it to always maintain each item density and ability to move around even when carrying items. ![]() The problems I have is when carrying physics items around can too easily push any other physics item around no matter how heavy it is, when I didn't want that. There is no ability during runtime to change gravity or any individual item density. I have been testing the CopperCube physics lately and not very impressed with it to be honest. NeoAxis Engine has physics, don't envy it! Ambiera Forum > CopperCube > CopperCube Open discussion ![]()
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