-
Right now we just have a simple apply root motion constant force
-
In the feature list it says under animation: "Bone based physics for 2D ragdoll animations"
I assume this is done via the Spine library that is provided (optionally) in the project builder. Is this…
-
## Goal
Support non-60hz display rates. This includes:
- the 50hz standard used in Europe, Australia, New Zealand, and parts of Africa, Asia, and South America.
- high refresh rate displays (…
-
## What problem does this solve or what need does it fill?
Most animations in games are based on a timeline with keyframes: that is, you have some parameter which is being animated over a curve. Your…
-
* [ ] Design and create sprite sheets for all characters and key game elements (e.g., abilities, items).
* [ ] Ensure sprite sheets are optimized for performance (correct sizes, formats).
* [ ] Choo…
-
Currently ChatHeads are positioned based on a simple rule (move to the edge of the screen based on the release point). But Facebook built a more sophisticated way of interaction. The whole system is …
-
# What's the state of the rebuild?
This version is around 75%+ done.
It's missing some features from the 1.3.X.X Terraria's Overhaul versions, but what's currently implemented is much superior to th…
-
### Physics based movement
As always there are inconvenient add-ons when using animations and pairing them up with actual physics interactions: feet clip through ground, or are moving / standing in m…
-
_From @JoaquimLey on August 5, 2017 11:23_
Source: https://developer.android.com/topic/libraries/support-library/preview/physics-based-animation.html#spring-animation
_Copied from original issue: Jo…
-
Hello Devs,
I'm doing a comparison between Unity3D and Matlab to explore the capability of the PhysX as a robot simulation environment.
I want to give a comprehensive comparison between matlab and…