Reply in: What Small Tools Do You Find Most Useful During Game Development?
A text editor that loads quickly is the only thing that comes to mind. It's the anti-IDE attitude towards things. Just browse the file system and open text files. A …
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A text editor that loads quickly is the only thing that comes to mind. It's the anti-IDE attitude towards things. Just browse the file system and open text files. A …
When working on a game project, there are often small tasks that take more time than expected, such as calculating values, converting units, checking text, formatting data, or quickly testing …
I love the project I was wondering if I can be a playtester for the project love to be a part of ur journey
Hi everyone, I'm an independent developer from NEXIOR GAME, and I've been working on my own 3D game engine called Hozex Engine. Hozex is designed to make 3D game development …
JoeJ wrote: The first option i'd mention is to get our order from the time at which the collisions happen. Oh I actually have no clue how to achieve that! …
TooOld2rock-nRoll wrote: What would you suggest? Anything goes. But i can add some context, initially assuming we aim for realism. I see your thoughts mainly circle around the order in …
Aressera wrote: Detect collisions between all objects, and put the results in a big array of (object pair, contact information). This allows use of acceleration structures (grids, spatial hash, BVH, …
TooOld2rock-nRoll wrote: what is the practical order to move the game objects and detect collisions between them? Most game physics engines use the following order of operations: Zero the force …
I'm starting to implement rigid body collision detection and for the first time the order of operations AND the world orientations seams to matter for the correct result of the …
jcabeleira wrote: The energy of the impact is transferred to both objects according to their mass ratio and the objects start moving away from each other The wall is now …
Perfectly elastic bouncing would probably be, in turn, inconvenient and unrealistic. If your system doesn't lose energy, not only it never reaches a rest state, but small errors such as …
jcabeleira wrote: The wall is now static and the ball is bouncing back like the first scenario, but the ball is moving slower than before because only part of the …
Hello all, I've observed some weird behavior on my physics engine that I think is not a bug but a limitation of how constraints are usually defined and implemented in …
I'm looking for someone with stronger 3D skills, including optimized model creation, solid knowledge of retopology, and experience with texturing for my project. An immersive off-road simulation game built in …
Hello everyone, I am a very beginner indie developer using Unity 6, and I am working on my first project called "PICKUP RUNNER". It is an off-road logistics simulator inspired …
Introduction to integration methods.
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