Starting from the begining again
Posted: Wed Mar 11, 2015 8:03 am
Hi.
I worked with BEPUPhysics for a while and already build some world for future game, but looks like I made a mistake at the very begining of the developing, so, I need to left the world in current state and get back to change somethings in base objects. But to do everything right in second try I just want to clear something before starting. We have a robot models :
1. In my world I need to simulate moving of this robots, I wan't bodies in physical be same form as robot, so players will be able to shot between legs, for example. This models have animation, so it will be good, but not very imprtend if bodies in physics world will dublicate animations of robots.
2. I need to have as much physics on those bodies as it can have. Friction, Bounce and all others. I used CharacterController, but it ignores friction, for example (and I guess have some other options, because it was created for current purposes).
How I can do this and what objects, controllers or entity types I need?
Thanks.
I worked with BEPUPhysics for a while and already build some world for future game, but looks like I made a mistake at the very begining of the developing, so, I need to left the world in current state and get back to change somethings in base objects. But to do everything right in second try I just want to clear something before starting. We have a robot models :
1. In my world I need to simulate moving of this robots, I wan't bodies in physical be same form as robot, so players will be able to shot between legs, for example. This models have animation, so it will be good, but not very imprtend if bodies in physics world will dublicate animations of robots.
2. I need to have as much physics on those bodies as it can have. Friction, Bounce and all others. I used CharacterController, but it ignores friction, for example (and I guess have some other options, because it was created for current purposes).
How I can do this and what objects, controllers or entity types I need?
Thanks.