• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By davemacdo
      I'm a formally trained composer (doctorate from Michigan State) who writes what most people would call avant-garde concert music. I love weird abstract projects, and I would like to work with somebody making a weird, abstract, artsy game. 
      You can find more about me and my music on my site. I have worked with acoustic and electronic sounds, including some procedurally generated and interactive computer music. 
      In particular, I would like to work on a project that lets me use Fmod to prepare an adaptive score for a game built on Unity or Unreal. I've been a music professor and would like to get experience working in this medium so that I can be a better mentor for my students. Send me a DM or email <davidjohnmacdonald@gmail.com> if you would like to discuss working on a project together. 
    • By Tuner_z

      Name: One Level: Stickman Jailbreak
      Price: Free
      Developer: RTU Studio
      Platform: Android
      Language: C# (Unity3D)
      Google Play: https://play.google.com/store/apps/details?id=com.RTU.OneLevel
       
      Hello!
      I want to show you my game! "One level: Stickman Jailbreak" is a puzzle game with unusual gameplay where you must help the character to escape from prison. You just need to take the key and get out alive. The game has only one level, and there are many ways to complete it. Not everything is as simple as it might seem at first glance, so there are clues in the game.
       
      Short description:
      Nobody escapes from here!
       
      Description:
      Tommy got into trouble again! Our hero is behind bars. But he's not going to stay in jail for a long time and he decides to escape. Tommy steals a key and gets out of the jail cell. But our friend doesn't go free: Tommy suddenly finds himself in the same room from which he just escaped! The conditions for escaping change every time. In order to go free Tommy will have to solve logical puzzles and you can help him in this!
      At first it will be easy, but the tension will increase, and the tasks will become more complicated with each level. You should use your brain for all 100%, but if your skill is not enough, you can use a hint or ask for help from friends!
      You can solve the puzzles alone or with your friends and spend time well!
       
      Features: 
      Features:
      - 48 unique levels;
      - the game is translated into 10 languages: English, French, German, Spanish, Italian, Portuguese, Russian, Japanese, Chinese, Korean;
      - the function of "help from friend";
      - hints;
      - instructions.
       
      Trailer:
       
      Screenshots:





       
    • By Brandon Marx
      Hello forum,
      I have some decent amount of experience in Unity making games for Software Engineering projects in college, these were very specific projects however and I still am fairly new to building games. I wanted to make a game that uses the shadows of objects for collision detecting (i.e. shooting a gun at a characters shadow causes that character damage. What is the best engine to do this in (game will be 3D), and does anyone have any advice on how to approach this concept? I consider myself fairly experienced in programming, but game dev is just an entirely different beast.
    • By juicyz
      Hey all,
      I've been slowly working on my game called AotW for a while now.  I have come to the conclusions that it would be nice to cooperate with 1 or 2 others to help finish it.  Ive been trying to keep my GDD up to date with my ideas and development so that would give a better overview of the game when the time comes.  Currently I have a basic skeleton of the RPG elements needed but everything can still be discussed and talked about and we can transform my idea to something the group likes.
      The premise of the game is a Diablo-like procedurally generated map with RPG elements that include sockets, inventory, classes, abilities, crafting, loot, items, sockets, and enchanting.  This will be done in a 2D iso view as I can't do 3D art and I enjoy 2D games a lot.
       
      I don't plan on releasing this as this is more of a hobby project for me and I have a full-time job.  Though I'd like to start putting more hours into development and having others definitely will be motivation.  I also want to be able to say I have finally "finished" a game idea to some degree.  If the time comes and we want to release it, then we can go ahead and do so but that's not my purpose or plan. 
       
      Discord:
      Juicyz#3683
       
       
      Thanks,
      Juicyz
    • By Arnold // Golden Donkey Productions
      Hi, I've been working on this issue for a while and haven't yet found an answer.
      Does anyone know the best way to convert unity's LAT & LONG into a vector 3 position that I could use in a virtual world (if it's even possible). 
      Thankyou in advance
  • Advertisement
  • Advertisement
Sign in to follow this  

Unity [Unity] Physic Based Animation

This topic is 616 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hey everyone, Volvary here with another question again.

 

Ever since Ludum Dare 35, Shapeshifter, I've had an idea for a game that I haven't started yet simply because I wasn't sure how to do it. The game had for name Blecky, for the main character was a ball of Oobleck. (The non-newtonian fluid composed of water and corn starch)

 

The main mechanic of the game would be the properties of Oobleck, where the faster you were hit, the harder it would hit. If you passed under a slowly spinning propeller, you would scatter under it, reforming into a blob after you had head room. But should that propeller go faster, you could potentially get flung or shattered by the blades.

 

My problem with this situation is the animations of Blecky. Since you would encounter all sorts of physics collision, I would need to able to reshape Blecky according to his current environment. But since I know very little about animation (and most noticeably the names related to stuff), I have no idea where to search for how to do it.

 

Any of you could point me in the right direction? I would be working on Unity more than likely.

Share this post


Link to post
Share on other sites
Advertisement

Sounds like you might need to go a code route.  Personally, I would use multiple spheres, that are connected with Spring Joints.  

 

https://unity3d.com/learn/tutorials/topics/physics/physics-joints

 

Then use Physics.IgnoreCollision to prevent them from messing with each other.  

 

https://docs.unity3d.com/ScriptReference/Physics.IgnoreCollision.html

 

Then I'd connect the oobleck spheres with half hour glass shapes between each other, that resize and/or dissapear based on the size/distance of the ooblecks. 

 

finally, I'd either work on writing the code for this, or purchasing an asset that can slice up models.  I.e. oobleck through a fan.  Though your still going to have work remerging/melting the oobleck in other ways.  

 

*UPDATE*, I found this: I imagine you may be able to bend the code to get more of what you need, or use it as a base to rewrite your own.


Check out this: http://wiki.unity3d.com/index.php?title=MetaBalls   (source shown)

 

NewBlobs.jpg

Edited by Dan Violet Sagmiller

Share this post


Link to post
Share on other sites

The character being multiple elements would make sense and would simplify the physics calculation. I could even hook the player's death (getting scattered) to the joints actually popping.

 

I'll also look into that MetaBalls script and see if I can't adapt that. I'll probably be back tomorrow with an answer.

 

EDIT: Glancing over the MetaBalls thing, I don't think I would be able to adapt it for my need as it looks to be extremely heavy on memory and might slow down the game.

Edited by Volvary

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement