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- Aug 13, 2007
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- 309
* click the picture to download the map
When playing my map type -order to open up my order form to order units which will have physics applied to them at creation and be dropped from the air. When you have a marine selected type -weapon # (1-6) to change the weapon he uses causing him to fire different projectiles when you attack ground with him. Open up the map in the editor and take a look through the scripts to find out more.
All my tl;dr write ups have been largely ignored so I'll keep this post as short as possible.
What... does my physics simulation need?
I know it needs position, velocity, acceleration, gravity, mass, friction, and some other stuff. What am I missing?
Am I being clear enough? I don't really know what forces are involved...
What I am trying to do is make a ball pit. I shall fill the ball pit with a whole lot of balls. The balls when dropped from the air bounce off of the ground and they also always bounce off of / collide with each other. They should also be able to slide towards the middle of the ball pit (or over the edges if they escape my ball pit of course) based on the angle of the terrain. The balls will be of random size and I guess that would mean varied mass. I think said ball pit example would involve about every kind of motion I want to do with my physics simulation... unless vehicles and bipedal ground units require some special forces that projectiles don't use... like maybe traction, although traction is probably just friction I think.
Ultimately I intend my physics for simulating the motion of any projectile (grenades, bullets, flame, balls, etc.), vechicles (both flying and ground ones), and units (such as marines) moving about my map.
Some things I have got already working though not everything is working properly, probably because I'm missing some things I need, or maybe I'm just doing stuff like my sliding wrong.
Related older threads: What Variables are Required for Physics? and Physics Simulation
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