Sorry to ask you so much at once, Brian, but could you make it so that if an object's speed is 0 that the motionangle is set to the facingangle? A car can't slide while standing still.
Macintosh HD Wrote:Sorry to ask you so much at once, Brian, but could you make it so that if an object's speed is 0 that the motionangle is set to the facingangle? A car can't slide while standing still.
Sure, there's some physics (long needed) updates coming also that will do polygonal object-to-object collision which will help with long but narrow cars.
What else did you ask lately, did I miss a thread?
[>] Brian
WOA (spelling? :P) POLYGON COLLISION?!?!
It better be optional per model, that AWESOME Brian!

I can't wait, now I can model spaceships and you could walk in them. Wait-somethings wrong-OH YEAH my game doesn't have spaceships :D!
Thats REALLY COOL though!
ccccc Wrote:WOA (spelling? :P) POLYGON COLLISION?!?!
It better be optional per model, that AWESOME Brian! 
I can't wait, now I can model spaceships and you could walk in them. Wait-somethings wrong-OH YEAH my game doesn't have spaceships :D!
Thats REALLY COOL though!
Oh no, sorry, that's way to slow. Polygonal collisions with the bounding box, it's not a bounding box, it's a bounding polygon. Right now the polygon can only be the bounding box (rotated along with the model) but in the future it can be a bit more complex if you choose. First step is just to get polygonal bounding box collisions, which is in there, and fixes the problem noted above.
[>] Brian
An awesome thing would be an option that you make collision box settable like hit boxes in the animator so you can have non cube objects. I have had models i can't use because they are not cube shaped
Brian, are you going to add the option of having hit boxes actually be boxes instead of cylinders? The whole cylinder thing caused me all sorts of trouble in UTB.