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GreasedScotsman
08-07-2007, 03:45 PM
While the vehicle physics and player physics seen in Beta 2 are a nice improvement to what was seen in Beta 1, I'm wondering how physics will extend into possible mods for the game. Is collision detection and the transfer of force from one object to another something we can expect to work properly?

I know in D3/Q4, even simple collisions beyond the initial impact were lacking... You'd essentially get 1 collision to work on an object but any subsequent collisions were ignored until that object was considered either at rest again or not touching anything else. For example, pushing a small crate along the floor into another small crate would stop the player cold in his tracks as soon as the 1st crate touched the 2nd, even though the player should have been able to continue to push both crates after they touched.

Buoyancy... anything like this in the works for the game? I know when you jump into water, the player will float back up, but this doesn't seem to happen convincingly as if it was buoyancy at work, but instead just a pre-determined "float" movement that gets the player to the surface (plus, the player can't "dive" back into the water).

Ropes and tension. Will there be anything along the lines of ropes or cords with tension forces in the game?

Any other details that can be shared about the game physics?

GreasedScotsman
08-10-2007, 05:58 AM
Any feedback here? (bump)

[]v[]
08-27-2007, 08:32 AM
after watching some of the vids in this thread.
http://community.enemyterritory.com/forums/showthread.php?t=7452

How would it be possible for mappers to include these physics into
world objects.

GreasedScotsman
08-28-2007, 08:18 PM
Well that thread started after joe999 and I were chatting a bit on IRC if I recall correctly. There aren't any movable entities that exist in Beta 2 at the moment, as far as I can tell. There should/will be some in the final game, and really all we need is access to the .def files so we can write our own entities and stick them in the game and apply custom friction, weight, bounciness, etc. properties to them as is typical for id entities. With the beta being encrypted, restricted and definition scripts being made binary and largely unreadable, I think we'll have to wait for the full release to test this stuff, I'm afraid. If someone figures something out that's contrary to this, please let me know. :D