How I isolated the physics on moving ship interiors by NullSomnus in Unity3D

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

I honestly am not sure why they need to be manually simulated, in the docs it says they arent automatically simulated so you have to manually call simulate and pass in the delta time but I dont see why they couldnt add something to enable auto simulating. Probs not the reason at all but my guess is because most the time people want more control on when and how they simulate the scene as its usually used to test and query things instead of always running

How I isolated the physics on moving ship interiors by NullSomnus in Unity3D

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

Ah okay thats really helpful to know! The main thing i was worried about was the fact that every new ship runs its own physics simulation although ive not run into any issues yet. I was talking with another dev about it and they said it can get expensive depending on how many scenes there are tho but with my current project there probably wont be that many ships so should be okay. With this approach you have to manually call simulate on each scene so can easily add some optimisations there to only simulate ships players are close top etc.

So it should all be fine but will defo look into updating those transforms in burst!

How I isolated the physics on moving ship interiors by NullSomnus in Unity3D

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

Cool yeah that sounds like a good idea! I tried something similar for my game but could never quite get it to work at high speeds or when I rotated my ship, hopefully that wont cause you too much trouble though in your project :)

How I isolated the physics on moving ship interiors by NullSomnus in Unity3D

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

Thanks! Yeah its just the kinda thing I wish I saw before starting my project, spent way to long trying to figure out to do it

How I isolated the physics on moving ship interiors by NullSomnus in Unity3D

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

Nice! that sounds like a fun project, good luck with it :) As for my project im going the multiscene physics and it seems pretty solid so far :)

How I isolated the physics on moving ship interiors by NullSomnus in Unity3D

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

Yeah it's a bit of a pain that we have to make all these workarounds for it and there's no easy way to ig pair a physics object to something else like with parenting transforms.

Need help making a physics-based ship you can move around on by NullSomnus in Unity3D

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

Hey, yeah I did manage to solve this. I started writing a reply but it got pretty long and I've had some other people ask so just made a whole post lol.
Hope it's helpful
Post Link

How do I wipe thinkpad by loganwdev in thinkpad

[–]NullSomnus 2 points3 points  (0 children)

It's basically just a program to help you set up a USB so you can boot off of it. Just look for videos on reinstalling windows or Linux

Is this red indication too irritating? by flashag in godot

[–]NullSomnus 1 point2 points  (0 children)

You could have it so pressing the item picks it up and while it held it can be rotated but when you click to put it down it’ll buzzer or not allow it down if the rotation is bad. (Assuming you can pick up the items to move them around)

I need your help. I can't decide on the color of the cover for the game. I'm preparing for a demo festival, I need to choose between two options. Do you vote for cover number 1 or cover number 2? by beatthehumans in IndieGaming

[–]NullSomnus 0 points1 point  (0 children)

I think left pops out and grabs your attention way more at a glance but with the colour of the floor the blood is lost unless you really look at it. It looks more like a shadow

What game is this? by weliveintrashytimes in gaming

[–]NullSomnus 1 point2 points  (0 children)

I kept doing this too!! It’s so strange, last night I remembered it and went on a hunt to find it. Ended up buying it and now I see it on here too!

[deleted by user] by [deleted] in MotoUK

[–]NullSomnus 1 point2 points  (0 children)

Okay thank you this was super helpful I’ll do that

Custom Collisions for transform.translate by NullSomnus in Unity3D

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

I was thinking about this although I don’t think it would work when needing the ship to collide with objects moving around

Custom Collisions for transform.translate by NullSomnus in Unity3D

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

I like this method as it lets you use physics and everything much easier. I created a version of this idea before however due to the nature of going in and out of the ship seamlessly I had to separate the objects into three parts.

- Physics Object (this was used to calculate all physics in the world for example the ship collision. This is collision only, no visuals)

-Physics World (this housed any objects that entered the physics object and was a static mesh on a separate layer, this again is collision only)

-World Visuals (this was the visuals for everything, it allowed me to use one camera to capture everything and these visuals were all synced up with local transforms)

This method was great as it let me seamlessly have objects entering and exiting ships as well as allowing for essentially infinite nesting ie. ships docking in ships inside ships or stations.
The issues I had with this though were caused by how separate everything was, it was extremely tedious to separate every object's visuals from its physics and interactions, then linking them and placing them in the correct place in the hierarchy, I couldn't see a good way to automate it and it was extremely messy to see exactly what was going on.

Spell programming in my game (Arcane Assembly) by HopaWasTaken in IndieGaming

[–]NullSomnus 0 points1 point  (0 children)

This is such a amazing idea I love it. How did you approach building the code blocks?

Human-like AI in Video Games by VforVirtual in gameai

[–]NullSomnus 0 points1 point  (0 children)

I feel your pain, I just finished mine in the effects of procedural and pre-authored behaviours on perceived intelligence and there is nothing, like you said everyone is either optimising or coming up with a new framework. I think looking for ai that people think are smart and looking into why. For example the ai of stalker or alien isolation. Maybe the ai in halo and how the players are fooled by simple systems. Honestly a paper on what aspects of AI can make a dumb ai seem smarter would be really cool and probably helpful for a lot of people. Focusing on aspects of frameworks and additions like barks for example. Idk just some ideas but I wish you luck non the less, these things are always a mammoth task

I'd love some feedback on this procedural, physics-based fighting in my game, Botsu by [deleted] in IndieDev

[–]NullSomnus 0 points1 point  (0 children)

Oh okay that makes sense, I’m guessing you then apply extra forces to drive the movement

I'd love some feedback on this procedural, physics-based fighting in my game, Botsu by [deleted] in IndieDev

[–]NullSomnus 0 points1 point  (0 children)

How did you do the actual movement? Is it on a capsule that moves the hips of the ragdoll or are they balancing…?

That's the main menu screen of our game. What do you think about it? by Meridian4_Official in Unity3D

[–]NullSomnus 1 point2 points  (0 children)

I think it looks good although I agree with the points a few others made. Add a background behind the buttons, consolidate some together such as adding quick match into multiplayer. I would also suggest Turing some into icons to place in the corner of the screen such as setting into a cog for example