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Journal of Aardvajk



Winding things up

Posted by Aardvajk, 09 December 2014 · 289 views

Started experimenting with having the grapple rope wind around objects in the world, and got a bit carried away :)

I think it is working okay, although hard to be sure. At the moment there is no way to unwind the rope, so a little hard to be sure it is catching every case. I'm just doing a raycast along the segment, then finding the closest edge point...


Swinging on a Spring

Posted by Aardvajk, 29 November 2014 · 255 views

I've got the basics of a spring mass working as a rope now. It needs a fair bit of tweaking but it works okay, as evidenced by this poor quality video:



The maths is actually quite easy to implement for this. In among the other code for the kinematic character controller, we just add thi...


Project Restart

Posted by Aardvajk, 24 November 2014 · 313 views

Having a day off work today and have decided to dump my 2.5D grappling hook game and restarted my 3D platformer.

I'm doing all the physics myself in this one. I have the levels loading from the editor and a functioning kinematic character controller based on a capsule shape up and running, largely based on code I did last time I was working on this, b...


The Right to Bear Arms (now with meshes)

Posted by Aardvajk, 04 November 2014 · 332 views

Bit of progress since the last entry. Now, instead of generating a model for the player on the fly, I'm using a very quickly thrown together rigged mesh from my 3D modelling software and modifying the skeletal animation to make the arms point in the right direction. They blend between whatever animation is playing and the pointing direction nice and sm...


The Right to Bear Arms

Posted by Aardvajk, 30 October 2014 · 422 views

The player object now has arms that the grapples visually attach to. They smoothly move from the rest position to the correct position when grappling and rotate towards the correct point.

I've had to decide that the player can't turn around while it is grappling, because I'm separating the grapples by an offset along the z axis and if the player turns...






December 2014 »

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