123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|565|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> On Topic -> Speaking about Nuclear Basic

Page : 1 Prev 2
Next
Sun, 24 Feb 2008, 08:35
aoneweb
NB update.
Here is a Quote from Matthew regarding the Havok psychics engine and NF/NB
One of the things that has always sort of bothered me about physics systems (that double as collision) is the "iterative approach" - where things could actually pass through each other if moving too fast.

How I think about it, is that the NGC should be used for the basic things like keeping your player within the bounds of the level and things like raycasting. And then physics/collision should be put on top to add some additional life to the world, like ragdoll character physics and bottles falling and/or rolling around.

The trick will be to get two systems like that to complement each other. It's something I'm looking into for a later NF update, no timeline on that though.


Also please remember, that all the updates to Nuclear Fusion, will end up in Nuclear Basic.

-=-=-
https://www.nuclearglory.com
Page : 1 Prev 2
Next