Big bada boom!
Published October 23, 2006
A few weeks ago we decided to insert a big singelplayer campaign. Just multiplayer with bot support will not be enough.
First time i finished network gameplay a little. Its now working quite stable with normal weapon usage(no flamer and no grenades). We used RakNet to implement netcode and i can really recommend it.
Next step was inserting nice physics effects using ODE which works like a charm too [grin]
These things were inserted
You can carry any object if not too heavy and build your own cover for example
You can throw these objects
Ragdoll applied on characters from any animation pose
Objects fly around if shot and bullet has enough force
Objects can be destroyed if destrcution levels are defined and health is shot down(planks break, barrels explode, tables break ...)
Particles cause damage if objects/players are close enough, so barrels explode after a while if they burn)
Grenades can be launched if weapon has mounted launcher
Complex structures can be build and blasted away
nice explosions inserted spawning physics objects wih attached fire [wow]
... and again some stuff i forgot for sure
Next is first singleplayer mission using all this stuff. Will try to update journalmore often now.
Any comments are welcome [wink]
Click here to watch physics testlevel video (51MB).
The physics seemed to be a little "slow", almost like in lower gravity. The physics integration looked very solid/stable. I liked the breaking objects, and the explosions. Looks awesome, just needs to happen faster. Was it just running slow because you were recording a video? That happens to me sometimes :-/.
Also your death sound made me chuckle, maybe make it sound more painful [grin].
Overall I really like how clean your tech looks. Keep up the good work.
- Dan