Looking for an interested partner who would like to contribute, and be paid in the long run of things.
Dont have a lot of needs atm but I'm looking for an interested partner.
The goal is to create a mech game where you build your mech piece by piece... kinda minecraftish.
Where you have to manage lots of factors of your mech and how it will perform in the physics engine. And blow shit up....
kinda.... the beam there in the video is 10 to 20 long. Im looking for a beam thats kinda wide and flat and would look better on the harsh angles.... also the particles need to fade fast...... a lot of the beam models are very laser ish and you can see the angle to sharply.
the game supports lots of ships.... so it cant be too screen intesive.... theres a couple beam models that just 1 laser will make my comp chug on low settings.
Im looking to find somebody willing to create a beam model that when in use looks like the beam from Raiden.
My map currently uses in game beam models.... but they just don't have the right feel. and honestly I'm looking for a beam model that wont make the game chug when there's hundreds of them being rendered.
My Beam Currently
SPACEWAR Tribute - Beam Test 1
SPACEWAR Tribute - Beam Test 2
the purple beam from this game like this
contact me on skype or pm me on here if your interested
As the game is currently set up it uses a game loop and calculates velocity movements and then instantly moves the object there.
Im interested in learning these key points
Does a unit need a normal mover? My units are set up to move with out actually moving. They are moved entirely by actions. I want to loosen up the triggering required to move the units every iteration of the game loop. To using the physics engine entirely to handle moving my units around.
What are the general requirements to make the physics work on a unit, limitations?
No offense, but from my understanding of the way things actually work, the value you would get from this would be absolutely worthless. The value your measuring from my understanding is the clients "speed", as in if they have a very shitty computer... there could possibly be a much larger delay. This doesn't actually indicate net work code speed.
Not to mention that any attempt to adapt a game to adjust to these values would degrade game play further.