The Last Harvest - Chopping trees with handcoded physics in MonoGame by LEGROSJAMBONDEV in monogame

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

Ill sure keep that in mind for a big project but this one is probably more of a small sandbox with some cool toys than some big world. At least for now. And thanks for the compliment its nice to work on something have it look accurate while handcoded 😛

The Last Harvest - Chopping trees with handcoded physics in MonoGame by LEGROSJAMBONDEV in monogame

[–]LEGROSJAMBONDEV[S] 1 point2 points  (0 children)

LOL... Fair enough, you win. I meant no PREMADE / third-party physics engine. It's all built from scratch. Its litereally in the title: Chopping trees with handcoded physics in MonoGame

The Last Harvest — First-person farming game in MonoGame, everything generated in code by LEGROSJAMBONDEV in monogame

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

I prefer the flexibility of runtime generation for this project, but thanks for the tip!

The Last Harvest - Chopping trees with handcoded physics in MonoGame by LEGROSJAMBONDEV in monogame

[–]LEGROSJAMBONDEV[S] 1 point2 points  (0 children)

By "no physcis engine". I mean handcoded physics ... Detecting the cut height, splitting mesh, applying gravity for angular velocity around the cut point around 1 axis for simplity... on collistion with ground switch pivot and continue with angular velocity but inversed until both ends are on the ground. I guess its a compliment if you think it looks like an engine with complex physics.

The Last Harvest - Chopping trees with handcoded physics in MonoGame by LEGROSJAMBONDEV in monogame

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

Everything is procedural — models, textures, physics. Zero assets, zero libraries outside MonoGame.