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Thread: Ballistic NG - Wipeout fan project

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  1. #1
    Join Date
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    sausehuhn
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    For testing only of course, I would love to see how well the physics work with some original tracks

  2. #2
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    bigsnake009
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    Damn that's cool, if I get the time I don't see why I couldn't convert that guys javascript into C# to load the tracks into Unity for testing purposes, it would help a lot with seeing how the physics work in a real environment

  3. #3
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    Pluslescute
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    Wow o.o Not one Wipeout project, but two? I'm impressed. This feels fairly solid. I managed to throw myself off the track a couple times from colliding with walls, but otherwise, I'm glad to see the wall collisions working pretty damn nicely. Keep it up man!

  4. #4
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    JonnydotB
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    Since we are already talking about content, may I start designing the 3 Jennter crafts on paper? (If they are in?)

  5. #5
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    Sure, go ahead! I'd love to see some designs come through

    Quote Originally Posted by pichuscute View Post
    Wow o.o Not one Wipeout project, but two? I'm impressed. This feels fairly solid. I managed to throw myself off the track a couple times from colliding with walls, but otherwise, I'm glad to see the wall collisions working pretty damn nicely. Keep it up man!
    One day my wall collisions will be completely bug free and it will be great. I thought I sorted a majority of issues out earlier on today, only to find that I managed to somehow shoot the ship into space by colliding nose first with a wall, not sure how that happened but finding the issue is going to be annoying.

    Physics Test 4
    Just finished the new physics test, which can be downloaded here.

    This has a very basic environment setup, it continues on with that desert trend I had on the first track and features a new HUD, turbo pickup, WO3 hyper-thrust like feature, barrel rolls (will be limited on a per lap basis in the future) and loads of changes to pitching. Some minor additions include boosting wind trails and a Wipeout HD boost edge stretching effect.

    You can also somewhat drift, turn very early into a corner and use the airbrakes to swing around the corner.

    Physics Test 4.1
    This small update adds per-class gravity and grip settings which allows me to make the ship control differently per class now. I've also redone the debugging screen, you no longer have to press the Apply button for settings to change and it now uses input fields instead of sliders so you can type in any value you like. If you find a good handling setup then feel free to share it

    You can download it here.
    Last edited by bigsnake; 19th April 2015 at 04:46 PM.

  6. #6
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    I suck at any kind of drawings. If you want, you could make something up from my descriptions of the Angelus ships, send em to me, and I'll give you the final OK.

    This is not just to bigsnake, but anyone who can do good designs of some kind.

  7. #7
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    Hello, I have been playing all of the test builds using my keyboard. I noticed that I am unable to steer and trigger the airbrake at the same time, as this results in the ship not turning at all.
    Anyway, good work.

  8. #8
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    Quote Originally Posted by Ace3000 View Post
    I suck at any kind of drawings. If you want, you could make something up from my descriptions of the Angelus ships, send em to me, and I'll give you the final OK.

    This is not just to bigsnake, but anyone who can do good designs of some kind.
    I don't know how you imagine an Angelus or Crinale craft, but I'll give it a try.

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