Results 1 to 20 of 146

Thread: Reverse engineering of Wipeout

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #11
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    Those collision models make sense. That's the same technique I'm using in my AG physics engine (programmed in C, no 3rd party physics libraries).


    I was thinking about importing WO1 models into it, when I get the basic physics stuff done, like detecting the ship's height above the track's surface, which I'm working on right now.

    I would advise you to use unity too. It takes a huge load of programming mesh collision detection and other physics stuff, unless of course, you use a physics library, like Bullet Physics.
    Last edited by Xpand; 23rd May 2015 at 02:14 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •