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  1. #11
    Join Date
    Apr 2015
    Location
    France, Paris
    Timezone
    GMT + 1
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    310

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    @bigsnake

    FWIW here are some thoughts:

    Section/collisions

    If there are AI collisions at some places and movement is based on sections that are connected using a spline approach ... wow ... then you might want to consider using Bezier instead. One of the features but also a weakness of spline is that the output will invariably pass through control points; and while it works most of the time, on sudden changes it does change a bit too much than one would expect (i.e. in my cases it's before/after a jump section, there are definitely not enough points for it to behave correctly and add to that the factor that a section position is at center or at beginning of faces making it; at some point the ship will hit the track).

    OTOH Bezier curves when evaluated will not pass through control points, but ultimately your level designer should consider adjusting it manually, it's a bit long but once done it will yield much better results. There's an excellent library for that @ https://github.com/jvanverth/essentialmath it addresses both curves and deals with the uneven evaluation of them according their shape + it can or not generate control points for you. This is the repository of the book samples, every chapter has a sample demo you can try to see if that might be useful to you.


    Input/menu

    In BnG there is a problem such as when you click outside of the menu, navigation breaks unless you click again. I've written an input mapper that I was going to suggest to you but haven't since at the same I've seen your commits using another one ... it is here https://github.com/aybe/InputMapper and in here https://github.com/aybe/InputMapper/...Wizard.cs#L150 you will find the logic that takes care of enforcing an item to always be selected even though your menu loses focus (which fixes all other input methods). The other nice features of it are that it works really well and does not modify the original Unity settings (IMO a good thing), instead it has its own configuration serialized to XML. See the https://github.com/aybe/InputMapper/...rdSample.unity for a showcase.

    Cheers

    EDIT: btw the input mapper also emulates an analog keyboard
    Last edited by aybe; 23rd May 2016 at 07:47 PM.

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