In my current project, the bow is the most powerful weapon in the game, and this game has 62 kinds of weapons in it.
full Newtonian kinematics, complete with windage from the weather engine. but no hit location yet. arrow types include flaming, and you can poison any type of arrow. no modeling of breathing, but i love the concept, realism is a selling point for the project. How is it usually implemented? I've never played a title that has it. I'd love to add it to my project.
>> the longer you hold it nocked, the less accurate you are due to the strain. Additionally, you take a visible penalty for movement or on horseback, as your aim becomes much harder to control
looks like I have yet more features to add to the bow weapon. so far I've tried to stay away from things like holding longer increasing velocity, as it didn't seem realistic. But holding longer and movement both decreasing accuracy is something I ought to model. Is the decreased accuracy usually implemented as making the player sway, or as a reduced chance to hit?
"DirectX is like a belt fed machine gun, where every texture change is like hand loading in a new belt of ammo. worse, every mesh (vb) is a new belt of ammo, and a texture is like breaking the gun down, and setting it up again elsewhere, then loading it, then spraying triangles again. so you want to setup the gun once, string all your belts together, load it once, then just spray."
Rockland Software Productions
"Building PC games since 1988"