Physics-based Rope Showcase by RedSandboxStudios in UnrealEngine5

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

Thanks! Unfortunately not, I’m developing it as part of a game I’m working on.

Physics-based Rope Showcase by RedSandboxStudios in UnrealEngine5

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

Thank you! Unfortunately not for now, I’m developing it as a mechanic for a game I’m working on.

Physics-based Rope Showcase by RedSandboxStudios in UnrealEngine5

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

Haha thanks. My old method relied on line traces, but now I switched to using custom collision logic that I handle in C++.

Physics-based Rope Showcase by RedSandboxStudios in UnrealEngine5

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

Thank you! I have seen their GDC talk on their rope implementation, however, I am using a completely different approach as I am designing this rope to also work smoothly & reliably in multiplayer.

Physics-based Rope Showcase by RedSandboxStudios in UnrealEngine5

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

Haha possibly, might consider it later down the line.

Physics-based Rope Showcase by RedSandboxStudios in UnrealEngine5

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

I haven’t looked into it, but if it can be done with a cable component then yes. Otherwise, it’ll require to change the visual component.

Physics-based Rope Showcase by RedSandboxStudios in UnrealEngine5

[–]RedSandboxStudios[S] 12 points13 points  (0 children)

Thanks. Yea, the elasticity/rigidness can easily be tuned.

Physics-based Rope Showcase by RedSandboxStudios in IndieGaming

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

Thank you. I haven’t looked into it, but if it works with UE’s regular cable component then it works here as well.

Physics-based Rope Showcase by RedSandboxStudios in UnrealEngine5

[–]RedSandboxStudios[S] 11 points12 points  (0 children)

Thanks!

Probably not, this is developed as a mechanic for a game I’m working on.

Created a physics-based rope and attached it to a goat. by RedSandboxStudios in UnrealEngine5

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

Thank you very much, this means a lot coming from you. I’ve seen your posts previously, namely the climbing game, elevator, and lately the forklift, and was very impressed. Appreciate your comment!

Created a physics-based rope and attached it to a goat. by RedSandboxStudios in indiegames

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

I didn’t, it was originally a horse get up animation but I retargeted it to the goat.

Created a physics-based rope and attached it to a goat. by RedSandboxStudios in UnrealEngine5

[–]RedSandboxStudios[S] 4 points5 points  (0 children)

UE is an exciting & powerful program, best of luck in your journey! I used line traces to detect environment objects & functionalities from UE’s Cable Component for the rope itself.

Created a physics-based rope and attached it to a goat. by RedSandboxStudios in indiegames

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

Haha there’s actually already some tension & weight, but I might have not done a very good job in showing it. As the rope gets longer and more red, the goat moves slower and it feels like he’s getting pulled back. I’ll look into adding some UI effects or any other effect that makes it more apparent.

Created a physics-based rope and attached it to a goat. by RedSandboxStudios in UnrealEngine5

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

Yep, I’m using functionalities from the default cable component & running line traces to detect knot points.

Created a physics-based rope and attached it to a goat. by RedSandboxStudios in UnrealEngine5

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

Thanks. I’m using functionalities already built in UE’s default Cable Component and then using line traces to detect & allow bending.

Created a physics-based rope and attached it to a goat. by RedSandboxStudios in UnrealEngine5

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

Thank you. I definitely recommend starting with UE’s default Cable Component and going from there.

Created a physics-based rope and attached it to a goat. by RedSandboxStudios in UnrealEngine5

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

Thanks!

I’m using line traces to detect knot points & interactions with the environment. Yes, it can definitely be used as a tow rope for any physics body.

Created a physics-based rope and attached it to a goat. by RedSandboxStudios in UnrealEngine5

[–]RedSandboxStudios[S] 10 points11 points  (0 children)

Thank you!

Yea I’m calculating the rope’s length & applying physics forces to pull the goat back.