VERLET physics engine - Test3

Miscellaneous Forums/Blitz Showcase/VERLET physics engine - Test3

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

@ Phil74

You could make a level in any format you like but I will convert it to .mdl format. It's just my own format as there is no native savemesh command and I make all the meshes in code.

Single surface = the mesh has only one surface / the whole mesh is shared the same brush properties.

Vertex Colors = each vertex of the mesh is individually coloured with no texture. Not much more I can add to this. Note some mesh formats do not support this.

Collision Proxy = instead of having blitz perform collision checks on the visible level mesh you make a low poly version which has simplified geometry to test collisions against. For example ... the fence in the shot above has a collision proxy of a scaled cube.

Note also that the level is 3072 x 3072 units which in game equates to 1.5km2 and any meshes must be unwelded so that flatshading can be applied.

In order to add shadows correctly any objects which are to have shadows cast should be separate meshes.

@ Math,

Try and avoid the mines in future, that'll fix it ;) I guess it'll always be possible to do this when a massive blast force is applied. I'll try and come up with a quick way of detecting this and correcting.

Stevie