13th June 2010, 03:59 AM
I'm well and truly impressed with this extension !
Right now I'm working on a little online demo using lacewing to play with it, nothing to great and until now the only thing I felt need of was a shadows system.
Is there any plan for a shadow system in the near future ?
Regardless, this is one hell of a work. Congrats !
13th June 2010, 07:51 AM
This extension is really awesome! I hadn't really been paying it much attention until the other day. But it's come along so much. I hope we see some projects using it soon!
13th June 2010, 01:51 PM
btw, I forgot to say there's one thing that is much more urgent than a shadow system: collisions.
Without being able to check for collisions between objects, there isn't much you can do with it.
Nonethless this shows a huge potential, I can't wait until there's a collision system !
It would be hands down my favourite extension (along with lacewing).
13th June 2010, 02:47 PM
I'm not sure how involved you want you collision to be, but I've figured out a 2d interface method. I have to run to church, but I'll post about it later if you are interested.
13th June 2010, 07:57 PM
Well, any collision system at all is better than nothing, so yes I'd be very interested to see what you came up with.
13th June 2010, 08:22 PM
He's probably using active objects for the collision, that are then rendered in OpenGL.
14th June 2010, 12:54 AM
15th June 2010, 03:47 AM
hey dascribe thanks a lot !
I took a look at the mmf file, and while it's a good start, it's not exactly what I'm looking for.
I can see it working great for a wolfenstein 3d kind of game, but what I need is per-polygon collisions, or even a box-to-box collision system would do.
But still thanks a lot, I'm sure it will be very useful for some people !
15th June 2010, 05:58 PM
You may have to take the concept a bit to the extreme to achieve your goal. If I wanted to make a 3d fighting game, I would make the shape of the objects coincide with the movements of the 3d models. My version snaps to grid because I want that affect, but with a little bit of testing I could have that same system handling collision with normal movement. The only real trick is to set standards of measurements in both worlds and have an accurate scale ratio. If I get a chance, I will make it with free movement.