| 07-27-2007, 11:52 AM | #1 |
This is the final demo before the release of the engine. It shows off most of the capabilities of the physics engine used in conjunction with the RegionEvent system. To board the vehicle, jump directly on top of it. Feel free to take this on battle.net and host it, as it's most fun to play with 4 to 6 other players. Make sure you have the Grimoire error checking DISABLED or it will cause extreme lag. Leaving browser windows open in the background also seems to degrade performance. Make sure you select performance options in the menu that are appropriate to your computer's speed. The map is optimized because I don't want people to start using an unfinished engine. I don't know how much longer it'll be until the real release. I still have several major features to add, but it will definitely be released sometime in the next couple months. |
| 07-27-2007, 11:59 AM | #2 |
Having tested a version just a couple of days ago, let me be the first to say: You are god king of phisics in WC3, and GIMME GIMME GIMME! |
| 07-27-2007, 12:36 PM | #3 |
this engine is awesome man :P looking forward to see its functioning |
| 07-27-2007, 12:37 PM | #4 |
it pwnz. |
| 07-27-2007, 01:04 PM | #5 |
Very nice. Question: - How are you doing the destructible and unit collision detection? A blind "search through all of them and see if any are touching", a quadtree, or what? Complaint: - I gave one of the targets a bounce factor of 2, but it DEFINITELY wasn't bouncing off twice as quickly as it collided. I assumed the bounce factor was the coefficient of restitution for the object and the terrain ( http://en.wikipedia.org/wiki/Coefficient_of_restitution ), and other people will to. *EDIT* I didn't notice you were calculating air drag. That would explain what I was seeing. |
| 07-27-2007, 02:18 PM | #6 |
grim001 congrat ! very cool ;) the demo self is awesome... + you are old cheaty bastard ;D the i mean Destructibles collisions ;) but i think it's the best solution i would make it like u. well not really i would make it manualy. The collisions are the best in this system... looks really nice ^^ |
| 07-27-2007, 03:08 PM | #7 | ||
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| 07-27-2007, 06:44 PM | #8 |
Excuse, but this is FUCKING GREAT!!! Go on. |
| 07-27-2007, 08:41 PM | #9 |
Congrats Grim! Only a little longer to go ![]() |
| 07-27-2007, 10:37 PM | #10 |
It is finally good, heh, I ran it on wine and didn't even lag there, was fun to use the riflemen and see gravity affect units. Although what if you could make scale mean volume and mass mean density and you would have floating things? |
| 07-28-2007, 12:02 AM | #11 |
Dude, that was so awesome! I spent over 10 minutes blowing everything up! |
| 07-28-2007, 12:22 AM | #12 |
This is the best engine I have ever seen... can't wait until the final product... |
| 07-28-2007, 01:19 AM | #13 |
Extremely superb job grim. I wonder how you were able to achieve some of these stuff but sadly the map is protected. All the same, it is a really awesome map and I hope to see it finished. Good luck. |
| 07-28-2007, 01:38 AM | #14 |
it is the math tat is so wicked :P I guess he did pay attention in physic class ^^ |
| 07-28-2007, 01:49 AM | #15 | |
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Air drag is proportional to the speed squared, not exponential in it. http://en.wikipedia.org/wiki/Drag_equation However, you usually have to fine tune the drag coefficient to get a good effect. |
