Cervator edit: Moved to Incubator, added header
Name: Combat Framework
Summary: Technical combat system that'll be able to support actual combat content
Scope: Engine
Current Goal: Design / Implementing/Testing Prototypes
Phase: Implementation
Curator: aherber
Related:
Hello everyone,
as i have have mentioned in my initial post i already started some work on combat. Since this element may very well change during the development and is also subject of possible mods im planning to keep things simple for the initial version. This version will (hopefully) more or less lay the technical foundation for the combat system and therefore will not cover any gameplay specific aspects.
The current State of implementation:
CombatSystem:
PhysicsSystem:
- add a mechanism to handle the Collision Detection for fast moving Objects to prevent them from tunneling through objects. (implemented works great so far),
HitDetectionSystem:
- decouples the Collision Detection from the Physicssystem (implmented)
- Prevents douple Detection of Hits between the frames.(implemented)
- stores the Detected Hits in a seperate Context that can be used by other Systems. (implemented)
ProjectileSystem:
- Physics and non Physics based projetiles. (implemented)
- Fligthpath may use bullet trajectory(velocity based rotation). (implemented)
- Projectiles may use ammunition or not (implemented)
- Projectiles may or may not be effected by Gravity.(implemented)
- Projectiles can be bounced of based on the hitnormal.(implemeneted)
- Projectile can be reflected based on their current rotation.(implemeneted)
- Projectiles can now pierce blocks. (implmented AND buggy )
Name: Combat Framework
Summary: Technical combat system that'll be able to support actual combat content
Scope: Engine
Current Goal: Design / Implementing/Testing Prototypes
Phase: Implementation
Curator: aherber
Related:
Hello everyone,
as i have have mentioned in my initial post i already started some work on combat. Since this element may very well change during the development and is also subject of possible mods im planning to keep things simple for the initial version. This version will (hopefully) more or less lay the technical foundation for the combat system and therefore will not cover any gameplay specific aspects.
The current State of implementation:
CombatSystem:
PhysicsSystem:
- add a mechanism to handle the Collision Detection for fast moving Objects to prevent them from tunneling through objects. (implemented works great so far),
HitDetectionSystem:
- decouples the Collision Detection from the Physicssystem (implmented)
- Prevents douple Detection of Hits between the frames.(implemented)
- stores the Detected Hits in a seperate Context that can be used by other Systems. (implemented)
ProjectileSystem:
- Physics and non Physics based projetiles. (implemented)
- Fligthpath may use bullet trajectory(velocity based rotation). (implemented)
- Projectiles may use ammunition or not (implemented)
- Projectiles may or may not be effected by Gravity.(implemented)
- Projectiles can be bounced of based on the hitnormal.(implemeneted)
- Projectile can be reflected based on their current rotation.(implemeneted)
- Projectiles can now pierce blocks. (implmented AND buggy )