Ambiera ForumDiscussions, Help and Support. |
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NeoAxis Engine has physics, don't envy it! See the video on Youtube: https://youtu.be/g0XrYANzj2Y |
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I have been testing the CopperCube physics lately and not very impressed with it to be honest. There is no ability during runtime to change gravity or any individual item density. 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. I wanted it to always maintain each item density and ability to move around even when carrying items... 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.... any suggestions peoples ?? |
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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... programmer: Nico smnmhmdy CSPgames sven shaders/programming just in case just watch their content on youtube - itch.io and ask about each other's portfolio or experience... It would be good if you start making a very short demo of how the project is going and they can test it thoroughly... you can create something like a competition to be testers... select 3 or 4 people from the forum to give you a sincere and real opinion and send you a video about their assessment... |
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Coppercube has no physics to vehicle. How can I add 4 wheels for a car? |
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Hey 'cristian_emz', 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. This way the player cant just drag an item around and push things around this way. Instead they must be strong enough to push stuff around by hand and even strong enough to pick objects up....all adjustable I used a pre-setup array for this with names of objects and max sizes (from central pivot point). Its fairly accurate so solves my problem now. |
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Hey Robo, Jesus Christ loves you too much. |
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haha - thanks for that 'Arcanjo' |
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irrlicht has physics for vehicles. irrlicht belongs to Niko. Niko doesn't pass the physics of vehicles to Coppercube. I don't know why! |
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Irrlicht has physics for vehicles. Sure? So it would be a great idea to bring the Coppercube the physics for vehicles! It is on thing that I want so much! It is possible to bring the physic for vehicles from Irrlicht to Coppercube? Somebody know how to do this? Would be great! |
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Unfortunately, only Niko can pass the script of vehicle from Irrlicht to Coppercube. See this document of vehicle script in Irrlicht: HTTPs://www.codeproject.com/Arti... |
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I would like to suggest Niko maybe a possibility to pass this script of vehicle to Coppercube. I will send a email to him! |
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Coppercube uses bullets physics engine, while the demo that you have shared uses newton physics engine. More physics features can be implemented to Coppercube but that would be a lot of work even for @niko as the bullets physics library already provides advanced physics features like buiyancy, ragdolls, vehicles physics, rigid body physics and all. If you own studio edition of Coppercube then you can implement those features in your game yourself. Tbh, yeah CC needs physics upgrade. |
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Hi just_in_case, is it possible to use Coppercube's standard bullet physics in vehicles just to make it a little more realistic? |
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Technically you can use it, but you have to break your vehicle's models into multiple parts. The better option is to do it using client source code and do the physics directly in CC. It is possible with the inbuilt editor physics too but that will be a tedious job. |
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I understand just in case, thanks! |
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