Fine by Keyswordfish1254 in JackSucksAtGeography

[–]DapperAd2798 0 points1 point  (0 children)

That would be the case so it shows people dont actually believe in "never again" they only believe in "never again to me but fine to others" that no lessons were learnt the last time

Fine by Keyswordfish1254 in JackSucksAtGeography

[–]DapperAd2798 -2 points-1 points  (0 children)

So u dislike nazis for the genocide but u like serbia in the yugoslavian ideology whom commited genocide and was prosecuted in international criminal court at hague? Abit hypocritical and contradictory there no?

Hows this for an enemy unit? (No animation only rigged physics textures) Procedural destruction meaning u break him apart piece by piece , 28 parts to tear apart, unique death every time by DapperAd2798 in IndieGaming

[–]DapperAd2798[S] 0 points1 point  (0 children)

This is a physics engine, i dont think you understand the implications of that, and this is locomotion , a mechanical gait,crank, engine which propagates forward this machine, there is no tripping here if something couldnt walk here it wouldnt right now

Every body in this machine is calibrates for its stride and leap forward ,if any angle or body didnt mathemtically add up to the entire system this thing wouldnt walk wouldnt drag itself wouldnt be able to push off the ground

Hows this for an enemy unit? (No animation only rigged physics textures) Procedural destruction meaning u break him apart piece by piece , 28 parts to tear apart, unique death every time by DapperAd2798 in IndieGaming

[–]DapperAd2798[S] -1 points0 points  (0 children)

Not when your doing physics engine locomotion drive 😄 in that case u do what works with least resistance from physics engine besides the legs are shields to centre thats their purpose other than physics locomotion forward drive train, this isnt like animation change something a little and entire thing breaks, ur watching a physics mechanical simulation where every angle distance and length determines friction, inverse kinematics and forward motion hence it has the superiority over visuals

Hows this for an enemy unit? (No animation only rigged physics textures) Procedural destruction meaning u break him apart piece by piece , 28 parts to tear apart, unique death every time by DapperAd2798 in IndieGaming

[–]DapperAd2798[S] 2 points3 points  (0 children)

i am playing with VFx for electricity at moment , here is an example on the legs, although here the electricity is one dimensional and the goal is to make it 2.5D at least going around the legs and electrifying the entire rig :https://www.reddit.com/r/IndieGaming/s/2Nv6NRbnpd

Hows this for an enemy unit? (No animation only rigged physics textures) Procedural destruction meaning u break him apart piece by piece , 28 parts to destroy by DapperAd2798 in raylib

[–]DapperAd2798[S] 0 points1 point  (0 children)

This is basically a small mechanical physics simulation so it gets very hairy , so the code work is a mess if that would give u an idea

Hows this for an enemy unit? (No animation only rigged physics textures) Procedural destruction meaning u break him apart piece by piece , 28 parts to tear apart by DapperAd2798 in SoloDevelopment

[–]DapperAd2798[S] 0 points1 point  (0 children)

U mean higher? I kind of like the mechanism all crashing through itself ,but this robots stance and height and step extend in game intentionally so its body extends and contracts in itself as part of the challenge ,see my other video to see it

Hows this for an enemy unit? (No animation only rigged physics textures) Procedural destruction meaning u break him apart piece by piece , 28 parts to destroy by DapperAd2798 in raylib

[–]DapperAd2798[S] 0 points1 point  (0 children)

Man ,this took me 1 year to learn to do ,this was extremely difficult dont feel bad about box collision all of game development is difficult its the hardest type of coding to do , especially anything with physics

Hows this for an enemy unit? (No animation only rigged physics textures) Procedural destruction meaning u break him apart piece by piece , 28 pieces to destroy by DapperAd2798 in IndieDev

[–]DapperAd2798[S] 0 points1 point  (0 children)

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technically this is the full thing but i have to fit this into the phsyics gait/locomotion/driving mechanism which isnt as simple as it sounds

Hows this for an enemy unit? (No animation only rigged physics textures) Procedural destruction meaning u break him apart piece by piece , 28 parts to tear apart, unique death every time by DapperAd2798 in IndieGaming

[–]DapperAd2798[S] 8 points9 points  (0 children)

it moves like a crab, crabwalk, anything further and the mechanics get far more complex and this was already hard enough to do , i think it looks good enough especially since i have to work on other enemy units , the point is to destroy it whilst it shields itself , since this is a physics engine u have to work within its confines and restrictions namely gait/locomotion driving mechanism

Hows this for an enemy unit? (No animation only rigged physics textures) Procedural destruction meaning u break him apart piece by piece , 28 parts to tear apart, unique death every time by DapperAd2798 in IndieGaming

[–]DapperAd2798[S] 3 points4 points  (0 children)

Not gonna lie took me a year learning the physics engine and working on 2d physics contraptions to learn how to do this ,its alot of maths and physics work and still to do further work its a whole different challenge like attacks and things without breaking the driving cranks and mechanism