Sunday, December 10, 2006

Physics, Bubbles, Ghosts and other fair-retails ... ;-)

Some info on the Guistuff was presented by aztopod and I would like to show and describe some other progress we made.
The pictures which are shown below are all in-game screenshots.
Here you can see some Bubbles a textured Skull
and an untextured ghost in the new room.
Yet there is no light except the poor stanard light used.
Here you can see a Bubble which roles around in front
and the fast textured PC "Brother Shiney"
( we only useUV mapping because it is fast and exchangeable).
As you can see there are several Bubbles in the background
which rolled there because of the physics.













without physicsview ....................................................................with physics view

Here are 2 pictures showing the basics physics which are in use right now.
We use jME-physics which uses odejava a java wrapper for the ODE.
After a little while ( it took a little longer to get to know what is done how)
we set up everything and it works quite flowlessly.
The skull on the floor uses a BoundingSphere for physics calculation
and the "Ghost"a BoundingBox. As you can see there is
a little air between the "Ghost" and the skull,
it is there because the skull is a little bit smaller
and not as round as the sphere.
Right now there are 10 Bubbles in the game rolling
around and the skull and brother Shiney.
There is no controller there yet for the player
and no behavior for the NPC's.
This is the next we are working on.

The FPS are only of use to see how much work-load there is because of model details and stuff it will later be cut of at a max of 60FPS.

As I mentioned before feel free to comment
or
JOIN THE TEAM ;)
a helping hand is always needed.

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