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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

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  1. #11

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    yes!!!

    Finally got something working!!!! I have finally managed to get the racers to use physics (rather than basic motion) reliably!

    I made a small script that takes the linear velocity of each axis, and if an axis goes over a threshold (e.g. the z /up axis goes above 1) an opposite force is applied, meaning no ship flies into nowhere when they overshoot.... think Homeworld (PC game) for motion and you are not far removed from what I have at the minute. I am currently testing a 'worst case' track and see if I can force any problems.

    And since these values can be altered, it means it can form a stat for ship handling (higher == tighter manoeuvring, lower == sloppy).

    So far, I can also alter how close to a node the AI has to be before it looks for the next node- the start of difficulty settings?

    The other great thing is so far these scripts are running needing very few resources. With six racers the drain is about 1%- this will probably go to about 2% with eight to ten racers.

    And hello/welcome to Dayviewer- I'm sure Xpand/Zero will have some modelling to do at some point.....as for me, I'm still piloting cubes around!
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