worklog : halloween shooter 3D

Started by RemiD, October 12, 2024, 11:33:08

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RemiD

#15
2024.10.24 :
after some reading and some experiments, i have coded a simple physics system :
for each turning moving entity, there are 2 'control' modes :
'voluntary control'
'physics control'

when an entity has not been hit / pushed / pulled by anything, it is in 'voluntary control', and uses its AI to act and its voluntary direction and force to turn move.

when an entity has been hit / pushed / pulled by something, it becomes in 'physics control', and it is the physics which turns moves it, depending on the hit / push / pull force, the gravity force, the air friction, the ground friction.
the translation speed decreases because of air friction and ground friction, and when the entity collides with another shape, and when the translation speed is very low, then entity becomes in 'voluntary control' again.

i am not using angular motion / physics, to keep it simple. maybe later...

it works well for the effect that i wanted to have.

RemiD

#16
i have decided to take the time to improve this game, i am not in a hurry to finish it for the halloween date, and i have ideas on how i can use these gameplay mechanics for others games with others themes ( for a vampires hunter game, for a zombies survivor game ).

i want to add others fight moves, a fast slash (from side to front when moving) (done), a crush below slash (from above to below) (done), a go high slash (from below to above), a charge slash (from side to front when sprinting), and a push with foot (from side to front when not moving).

for now i have to rewrite the code to be able to add all of these new moves and bodies behaviors.

also i have to rewrite the detect collisions, repositionning, (using linepicks and pickables) to be able to detect a collision for a sphere collider (easy), and for a capsule collider (more complicated).

RemiD

i have often read on the old blitzbasic forum or on the old blitz3dfr forum, that it is difficult to have accurate and reliable collision detection and response in blitz3d.

well i have just coded a way to detect collisions then reposition a sphere collider and a capsule collider, only using linepicks and meshes, and it works very well and is quite fast.

a code example soon...

maybe people were talking about the blitz3d collisions system, using ellipsoids and meshes, which i have also found annoying to use in some cases.