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Author Topic: Awesome new documentation! Examples soon?  (Read 593 times)
zknack
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« on: December 15, 2008, 05:42:41 PM »

Gekido, and the Gamecore team-

I must say much of the new documentation today has been incredibly useful, awesome stuff (drool worthy even),
I'm just looking forward to how we learning -how- to utilize some of the more incredible/awesome commands presented
now, hopefully with basic code examples.

Keep up the awesome work!! It's very exciting again to see some of the 'hidden' functionality of this (or is it the next?)
release.

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gekido
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« Reply #1 on: December 22, 2008, 01:38:43 AM »

We're finally starting to make some good progress with the documentation - more to come!
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grubert
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« Reply #2 on: January 01, 2009, 04:09:02 PM »

Indeed! great new stuff on the docs.
I was reading the default templates pages explaining their variables and testing it in the Adventure Game template at the same time. Very cool stuff!
I think would be good to have some tutorials (or one at least) in the docs explaining how to make an advanced vehicle, for example, in a way that it interacts with the default templates expanding upon it from outside. And a tutorial explaining best practices to expand a template directly in the same file.
I was thinking for example, in a horse as a vehicle. If wanted to put more functionality in a horse controller/template starting from the vehicle script. Or a car with hability to have its fuselage damaged, loosing parts with some basic physics simulation for the debris after impact, like in the newest race games, like Burnout, for example.

I?m liking a lot this templates approach. Just need to get familiarized with expanding upon them and make other scripts that interacting well with them. This will cut a lot of prototyping and even for making the foundational gameplay for a commercial title.

Thanks a lot. Thumbs up.
Hope the templates get expanded, based on genre (scripts for action/adventure games interest me a lot, because of the prototype I?m going to develop).
Ah, and a request: a way to resize tabs in the editor, or a way to pop them out. Because the little tab with the template variables is too small, taking a lot of scroll to find the variables you?re looking for. Kind of boring.

Cheers.
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« Reply #3 on: January 01, 2009, 07:54:40 PM »

I'm right about to launch a sleugh of physics scripting questions regarding what would help you get pieces shattering and busting off your car based on how it's hit against things.
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grubert
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« Reply #4 on: January 03, 2009, 12:51:16 AM »

I guess if at the collision moment we get the value from the collision callback to retrieve the vehicle's velocity vector, we can put some physics pieces in the car that where inactive to become active and apply at them the same velocity vector of the car as a force.
So, if your car shocked with a wall at 180 km/h, at the game loop right after collision, the pieces (like some 4 to 8 pieces that are big and also would give a nice visual) are made active and receive a push force in the direction the car was traveling. If it's a wall, I guess they'll bounce back in a believable fashion, with varied angles depending upon their "edges" etc.
If the hit object is, let's say, a short barrier of concrete (1m tall), the lower pieces will hit it and bounce back around, and the higher ones will fly over it, falling some meters ahead.
Just guessing here. But sure is a nice effect, along with distorted metal in the fuselage (this one is easier with modeling).
For the future (some years ahead) when cloth simulation become cheaper to use in-game, will be great for things like this, to simulate the car body like cloth (with a rigid, metal-like preset). I've seen some tests in maya using cloth for this purpose and it gives cool displacements/distortions in the metal, that follow to some degree the contour of the hit object, which is more realistic.

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« Last Edit: January 03, 2009, 12:53:14 AM by grubert » Logged

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gekido
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« Reply #5 on: January 06, 2009, 04:39:32 AM »

I do have a bit of a backlog of example games that will be released in the near future - and we've been updating the docs as quickly as we can as well.  Hopefully with the combination of docs and examples it will help trigger a few waves of creativity all around (which i'm starting to see already!) - it's all very encouraging indeed. 

There will be much more to come!
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