Jump to content

MeltingPlastic

Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by MeltingPlastic

  1. I'm curious if LE3 will support connecting multiple bodies together through newton's great compound collision system? I realize that we could use the editor with mesh decomposition and whatnot, but i'm interested in making use of connectable bodies in code at runtime. using fixed joint doesn't give a rigid enough solution. Excited for LE3!
  2. well each block-group holds a list of "chunks" which are defined as rectangular groups of blocks, these are formed by an algorithm that searches through all blocks in the block-group. I run that algorithm if a block is added, or removed from the block-group. once the chunks are created, I assign simple scaled cube mesh's to the dimensions of each chunk (these meshes could have their textures scaled back to hide the effect - but i kept them to show a peek of whats going on. These chunks also have rectangular rigid bodies affiliated with them as well. I should note that the stairs in this video is also a dynamic set of jointed rigid bodies even though it doesn't move much in the vid .
  3. thanks for the feedback! yes I press x to switch the current group that is being edited, in the future I might make it so that if the green creation cube isn't touching another block - a new group is automatically created.
  4. Hello All! I've been lurking around the forums for a long time now - (reading blogs etc), And I thought I would post on what I've been using the evaluation kit for: The Following video is a proof of concept for using blocks as a construction tool for building dynamic structures that can interact with each other. Its written in BlitzMax and uses an oct-tree structure for the 2 block-groups. in this video the stairs is one block-group and the structure on top is another block-group. the blocks in each structure are then grouped to form "chunks" that are used for larger meshes and rigid-bodies.
×
×
  • Create New...