| Blockland Forums > Suggestions & Requests |
| Soft Body physiscs |
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| Cookiez664:
Just think of Derbies, be so much fun. Think of plane crashes be so much fun. Hohooh, Racing in an arena be so much fun. |
| The Corporation:
Last time I checked, the collison boxes on the vehicles can't be animated, so moving them anyway or modifying the vertices or joints that could be connected to the box or parts of it may not be possible. |
| Cookiez664:
--- Quote from: The Corporation on December 04, 2012, 07:26:00 PM ---Last time I checked, the collison boxes on the vehicles can't be animated, so moving them anyway or modifying the vertices or joints that could be connected to the box or parts of it may not be possible. --- End quote --- I don't think the crashes are animated, what it does it basically jack everything up that touches a bo- I see what you're saying. Collision box cannot be modeled around the vehicle Dang, I make vehicles why didn't I think of that. Anyways, we'll see if anyone else knows. |
| Mushroom man:
I highly doubt it's possible, but it would be awesome. |
| TheKhoz:
Assuming that Badspot fixes vehicles, which is actually one of the most important updates from my point of view, this could be somewhat possible. The best idea would be to have like 4-5 "crash shapes" in a vehicle. Because blockland isn't super realistic, there would just be a crash for: Top crushed Entire thing destroyed (current deadjeep) front crushed back crushed and that would work fine. The car would have 3-4 nodes, and assuming that vehicle --> brick collision is fixed, then which ever node was "activated" (By a crash at a certain speed, in the same way that bouncing is currently calculated), the corresponding "crash shape" would be taken on. Sadly, this all hinges on vehicle --> brick collision not sucking. Go Baddy, go...! Edit: Obviously, this is a work around. However, it is a low(er) data solution that would work without drastically changing the way that vehicles are modeled. |
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