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Video: Improving Hand Tools with Collision Detection

jeff
Lead Developer
Jen: M
I'd like the weapons and tools to feel responsive to the world around them in Antilia, so this week I've been working on getting proper physics / collision detection back in Antilia. Instead of playing a looping "axe chop" animation while a meter fills up we'll soon see weapons and tools that respond immediately when they collide with other objects in the world.

Sunday, February 24, 2019 3:06pm
Jeff Leigh - Lead Developer - Right Brain Games
WWWWWWWW
Jen: 86
That is pretty cool! Does this mean in the future, I can shoot an arrow at something without it being tab targeted?

Also were you saying Nvidia Physx? Is that something you are implementing or is that just a tool that you can use that Nvidia provides?
Thursday, February 28, 2019 10:46pm
jeff
Lead Developer
Jen: M
Quote by WWWWWWWW:
That is pretty cool! Does this mean in the future, I can shoot an arrow at something without it being tab targeted?

Yes, when we add ranged weapons we'll have an aim mode where you will manually aim the bow. In fact I'll be working on that mechanic shortly - it will also be used for casting when fishing.

Quote:
Also were you saying Nvidia Physx? Is that something you are implementing or is that just a tool that you can use that Nvidia provides?

Currently I'm using NVidia's PhysX library, and the debugger tool is something they provide. I'm considering a switch to using the Bullet open-source library for physics, as it offers some additional features (namely Inverse Kinematics) that PhysX doesn't include.
Sunday, March 3, 2019 6:08pm
Jeff Leigh - Lead Developer - Right Brain Games
Page: 1

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