Hello sc2mapster,
I didn't get you guys with the first showcase, so you can see it on youtube here:
Today I'm posting a second showcase, this time featuring the physics engine I've been working on. It's by no means perfect, but I've currently got a headache from being so frustrated with it so I decided to take a break and share my progress. :)
Here's the newest video:
And the description:
This video is an update on the "Reaper Madness" UMS game for SC2 that is currently in development. I haven't posted an update in a while because I've been very busy creating a new physics engine from scratch. Since the last video, I have:
Made significant improvements to the UI
Removed all previous movement functions and begun coding a vector-based physics engine to replace them
Implemented a prototype grenade, the baneling grenade, that showcases the current state of my physics engine
Implemented multiple hitboxes per unit. I showcase a couple headshots in this video
Made some progress on seamless cliff-jumping. The unit moves smoothly over the cliff, however I'm not sure there's a solution to the jolting camera
Implemented a "bnet mode" that is designed to allow leniency on aiming due to BNet's minimum of 125ms latency
About 90% of the time since my last video has been spent on this physics engine. So far it's been a huge headache, as I've never used let alone created a physics engine before.
I am contemplating abandoning the project for a few reasons:
The minimum latency on BNet is posing a huge problem. As the only player in the game, the latency makes the game feel unplayable (To me, as a former FPS enthusiast). It definitely doesn't feel like 125ms (which is already high for an FPS game)
The unfixable camera jolts when crossing cliffs; Another thing out of my control that ultimately makes the game less fun to play
The camera renders all textures and models at 100% even at great distances, meaning the player gets considerable video lag. Currently when I look toward the center of my map, my mouse is inconsistent in its response, making precise aiming virtually impossible
Let me be the first one to congratulate you on those cute bouncing banelings.. oh and the rest is nice too :0
No, honestly: The game idea is pretty hot, I'm looking forward to seeing more of it soon :)
This gave me a great idea for a map to create on my own. How did you do the hold button to do jump thing?
Good job anyways :D keep it up. the 125ms might be for beta only, hopefully it will get lowered come retail.
This engine could also be used to create a tribes type of game? ;)
I tried creating a 2d plattform game with mouse1 for machine gun and mouse2 for rockets.
however I struggle with the platform jumps as you do and also I cant get it to hit properly when the angle is 2d (from the side)
If you want to continue my project or combine it with yours. Just let me know.
This looks awesome! I would love to add some of this into my map and bring it up to the next level. I guess I'll start pounding my head until I get it, unless you'd like to share it that is :)
Make the camera so it does not change the hight when moveing it on to a cliff.
Thanks for the insight... Even though I listed that both here and on the youtube video itself as one of the unfixable bugs. The cliff level is not the problem, it's the invisible ramp.
You can fix camera lag.
I've seen camera render distances being modified in the following maps.
Peredition, Mars Sara.
You can look into the triggers for more info.
make the target box larger to compensate for high lat.
Cameara Jolting? Someone's going to come up with a solution in no time.
It's probably in the animation.
if you must give up, can you release your stuff so that others can make progress?
It looks pretty damm impressive. Without jass eh?
You can fix camera lag. I've seen camera render distances being modified in the following maps. Peredition, Mars Sara. You can look into the triggers for more info.
make the target box larger to compensate for high lat.
Cameara Jolting? Someone's going to come up with a solution in no time. It's probably in the animation.
if you must give up, can you release your stuff so that others can make progress? It looks pretty damm impressive. Without jass eh?
I have no problems with camera lag and my camera jolting issue is exclusive to a unit moving over the edge of a cliff, and is caused by the invisible ramp. I also already have larger hitboxes when connected to bnet to compensate for lag, however that does not address the delay when moving and jumping.
it is awesome but the banelings loose too fast x/y speed and the bounce coefficient is a bit too hight but else just awesome :)
is there a way to get the triggers? :)
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Hello sc2mapster, I didn't get you guys with the first showcase, so you can see it on youtube here:
Today I'm posting a second showcase, this time featuring the physics engine I've been working on. It's by no means perfect, but I've currently got a headache from being so frustrated with it so I decided to take a break and share my progress. :)
Here's the newest video:
And the description: This video is an update on the "Reaper Madness" UMS game for SC2 that is currently in development. I haven't posted an update in a while because I've been very busy creating a new physics engine from scratch. Since the last video, I have:
About 90% of the time since my last video has been spent on this physics engine. So far it's been a huge headache, as I've never used let alone created a physics engine before.
I am contemplating abandoning the project for a few reasons:
This gave me a great idea for a map to create on my own. How did you do the hold button to do jump thing? Good job anyways :D keep it up. the 125ms might be for beta only, hopefully it will get lowered come retail. This engine could also be used to create a tribes type of game? ;)
good job , looks amazing
I tried creating a 2d plattform game with mouse1 for machine gun and mouse2 for rockets. however I struggle with the platform jumps as you do and also I cant get it to hit properly when the angle is 2d (from the side) If you want to continue my project or combine it with yours. Just let me know.
Nice, i myself have been trying to figure out physics, not fun business. Good job.
This looks awesome! I would love to add some of this into my map and bring it up to the next level. I guess I'll start pounding my head until I get it, unless you'd like to share it that is :)
Can I ask how about you went creating that physics engine more specifically how fluidly those banelings bounce off of the walls.?
Make the camera so it does not change the hight when moveing it on to a cliff.
Lots of time spent in notepad.
Thanks for the insight... Even though I listed that both here and on the youtube video itself as one of the unfixable bugs. The cliff level is not the problem, it's the invisible ramp.
u could have a camera attached to the units head or something like that. it might fix it.
You can fix camera lag. I've seen camera render distances being modified in the following maps. Peredition, Mars Sara. You can look into the triggers for more info.
make the target box larger to compensate for high lat.
Cameara Jolting? Someone's going to come up with a solution in no time. It's probably in the animation.
if you must give up, can you release your stuff so that others can make progress? It looks pretty damm impressive. Without jass eh?
I have no problems with camera lag and my camera jolting issue is exclusive to a unit moving over the edge of a cliff, and is caused by the invisible ramp. I also already have larger hitboxes when connected to bnet to compensate for lag, however that does not address the delay when moving and jumping.
Great great work! :D
Looking good mate! May become a new minigame all-time favorite! :> Everyone LOVE jetpacks, guns and bouncing physics, thats just the way it is!
it is awesome but the banelings loose too fast x/y speed and the bounce coefficient is a bit too hight but else just awesome :) is there a way to get the triggers? :)