Jump to content

  • Log In with Google      Sign In   
  • Create Account


Neoshaman

Member Since 12 Aug 2003
Offline Last Active Jun 29 2013 10:38 AM
-----

Posts I've Made

In Topic: Collision for tangential movement in unity

23 June 2013 - 08:58 PM

http://forum.unity3d.com/threads/142375-The-limitations-of-the-physics-API-and-creating-a-character-controller

I would advise any serious person to make complex game with unity ... it does not handle gameplay collision properly


In Topic: [SOLVED] Relative cam movement and momentum on arbitrary surface

08 April 2013 - 04:47 PM

SOLVED

http://gamedev.stackexchange.com/questions/53395/relative-cam-movement-and-momentum-on-arbitrary-surface


In Topic: [SOLVED] Relative cam movement and momentum on arbitrary surface

06 April 2013 - 04:22 PM

I have made some package for those who want to tweak the code (unity3D 3.x)


Zipped project
https://dl.dropbox.com/u/24530447/sonic%20engine/lite%20sonic%20engine.rar

Unitypackage
https://dl.dropbox.com/u/24530447/LiteSonicEngine5a.unitypackage


In Topic: Binary DM - final take

17 April 2010 - 03:16 PM

Hello!

Sorry for the long time

However, i'm trying to open a solid door to handle some kind of story with enough degree dynamic stories. I also serve as a bridge between story and game-play mechanics with an unified model. But it only model a goal like structure (which is the aesthetics of most interactive fiction). But even if it fails to provide that for some people, it is still a solid framework to use.

And i'm planning to explain it by breaking things a bit more, it's just the huge amount of work in the later days that have slowed me down. I'm also non native English speaker, i think there may be terms that are not well chosen.


Thank you for the attention :)

In Topic: edge grabbing in 3D platformer

22 January 2009 - 01:10 AM

I have already check splinter cell pandora tomorow, and lately mario64 et tomb raider

Tomb raider level editor tutorial:
http://www.skribblerz.com/tutorials.htm
Does not seem to feature edge tagging but the level are structured and edited in a rigid ways with grid, so it must happen in compilation time or in realtime since the level geometry is "readable".



Interestingly looking at this video we can se that it cover more case i previously thought (grab after a slope with a vertical wall)

Mario 64 level hack editor:
http://jul.rustedlogic.net/thread.php?id=419
I have browse the tools and the forum to see if there is some hint, it seems that the only things which is important is the collision mesh, no tagging per see

I wonder how many game that feature grabing have a level editor, so we can find hint from editing ?

PARTNERS