JBEngine: Demo Functionality and Physics

Published May 21, 2014
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[color=rgb(90,90,90)][font=Arial]I have just been working on a couple of bugs with my networking that have been annoying me, particularly the camera and player model becoming out of sync and also the spells were being fired in the wrong direction. I have now fixed both of these issues and I can now seamlessly fly around my demo level shooting spells, which is a relief.[/font][/color]

[color=rgb(90,90,90)][font=Arial]Next week me and a colleague are going to demo some of the functionality that has been added to our projects. We have been doing this every so often as I think this keeps motivation quite high and can spark some interesting discussions about implementations. For this demo I want to be able to have two clients connected to a game, flying around damaging each other with spells. This does seem quite achievable but It means I will need to put some extra work into the physics integration in my engine. [/font][/color]

Physics so far...


[color=rgb(90,90,90)][font=Arial]Currently the physics implementation is fairly minimal, allowing for collisions to be resolved and callbacks to be triggered for the two entities involved. I want to go much further than this and allow the new bounds functionality to be used for the physics shapes. I also want to allow the change of certain properties like restitution and friction for each physics object.[/font][/color]

[color=rgb(90,90,90)][font=Arial]Currently the physics code is not being sent across the network which is also something that will need to be resolved. each client will still need to do some sort of collision resolution to keep the game looking smooth, but the server will once again need to have the overall say so this will be a challenge. [/font][/color]

[color=rgb(90,90,90)][font=Arial]I'm excited to get this demo up and running smile.png[/font][/color]
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