I think I asked about this once, but now I know better what I need so I'll ask again.
I need someone, preferably with some experience in this area, to help me with the physics for my game engine. I want to have a simple system, similar to older games (Marathon, Unreal, Quake, etc), which features inertia transfer and basic bouncing physics. I would also like some more realistic gravity than the oh-so-common "TranslateEntity,0,-2,0" approch, one that actually makes you fall faster the longer you're airborn (I'll be using the players fall speed to inflict damage when they land). I've done some expirements with it and have a basic understanding of implementing gravity, but I am just not that good at detecting if the player is on the ground or not...very fuzzy results in my early tests.
As far as inertia transfer goes, I think I have an idea how to do it, except I have one major problem. Currently I use MoveEntity, since it's the only way I know how to accurately move an object. For inertia transfer to work, I understand it's best to use TranslateEntity commands to move characters around, but I don't know how to get the X and Z amounts to translate by based on the objects rotation.
If someone would be willing to offer some assistance in these areas, feel free to contact me for more information on the game project. It will be a semi-commercial release, so I am willing to pay for someone to fill this "Assistant Coder" position.
I need someone, preferably with some experience in this area, to help me with the physics for my game engine. I want to have a simple system, similar to older games (Marathon, Unreal, Quake, etc), which features inertia transfer and basic bouncing physics. I would also like some more realistic gravity than the oh-so-common "TranslateEntity,0,-2,0" approch, one that actually makes you fall faster the longer you're airborn (I'll be using the players fall speed to inflict damage when they land). I've done some expirements with it and have a basic understanding of implementing gravity, but I am just not that good at detecting if the player is on the ground or not...very fuzzy results in my early tests.
As far as inertia transfer goes, I think I have an idea how to do it, except I have one major problem. Currently I use MoveEntity, since it's the only way I know how to accurately move an object. For inertia transfer to work, I understand it's best to use TranslateEntity commands to move characters around, but I don't know how to get the X and Z amounts to translate by based on the objects rotation.
If someone would be willing to offer some assistance in these areas, feel free to contact me for more information on the game project. It will be a semi-commercial release, so I am willing to pay for someone to fill this "Assistant Coder" position.