Open GoogleCodeExporter opened 9 years ago
I am eagerly looking forward to seeing the status of this changed to Fixed. :)
This is what is missing from most open-source games regardless of genre, so a
great place to really stand out.
Regarding networking, the physics engine is running for remote cars also, and
velocities are taken into account (instead of just doing raw position updates
from received networking data), so the dynamic objects should work reasonably
well. There might be some inconsistencies between the peers, but I don't think
it matters much, as you can't know what others are seeing any way, and the
dynamic objects most likely don't have a central gameplay effect or big car
simulation impact (e.g. colliding with a barrel at 80km/h will not be affecting
the direction or even speed by much). Obviously needs testing though.
Regarding replays, is the physics engine running at all with replays? Because
if it was, the dynamic objects could be done by simply letting the physics
engine take care of them, by enabling collisions with the car. This is another
place where running the physics engine is better than just trying to save every
possibly variable each frame: you get stuff "for free" (with possibly minor
undeterministicities, but who cares as long as the car itself is replaying
correctly).
Original comment by tapiovie...@gmail.com
on 9 Feb 2012 at 11:55
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It's going to be a long while (but not endless:)
Would be good if those objects had buoyancy. At start not, but eventually they
need a simple box shape for it and use that code which cardynamics uses.
Also objects need hit sounds.
Maybe even own sparks ? (eg. barrel hitting wall or other barrel) this is also
distant future, not that needed at start.
Original comment by Cry...@gmail.com
on 12 Feb 2012 at 7:23
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Loading .bullet files for objects works, need dynamic actors exported from
Blender.
If there is no .bullet file then you get a btOgre trimesh for static stuff. For
low poly meshes this is ok, for complcated stuff you should make a simpler mesh
and export in .bullet.
Currently there is still a problem with offset for ogre/bullet nodes (dynamic).
Original comment by Cry...@gmail.com
on 22 Apr 2012 at 3:21
Editor now simulates dynamic objects (toggable by Ctrl-X). The point is to
place them and then simulate a bit until they settle. Also helps when stacking.
Game creates them already deactivated (to not have (another) huge fps drop
after track load).
Multi select move works, need to extend editor more.
We have now about 7 dynamic objects ready (3 are crates).
Need to have material variations too, some cfg file will be needed for objects
to store info there.
Original comment by Cry...@gmail.com
on 18 Aug 2012 at 6:58
Many tracks now have objects.
Only look bad in replay (drive through), need to update blt car pos, it is
created.
And game checkbox doesn't remove them.
Multiplayer should be ok (didn't test much though).
Still to do:
- fix in replays
- own hit sounds
- materials (color variations)
- export/make more object types
- buoyancy (big, low priority, leave for last)
Original comment by Cry...@gmail.com
on 2 Sep 2012 at 3:31
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Original comment by Cry...@gmail.com
on 2 Apr 2014 at 11:44
Original issue reported on code.google.com by
Cry...@gmail.com
on 9 Feb 2012 at 10:35