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#31 |
Archaeologist
Join Date: Aug 2010
Posts: 1,800
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Some development news!
Recently we have added full diagonal collisions support. You can climb, vault and shimmy most of diagonal ledges. To implement that, a major collision detection overhaul was needed. Here you can see collision system in action: Currently a testing is in progress to eliminate possible bugs with new collision system. Sadly, not all bugs can be fully avoided, because triangular geometry results in lots of borderline cases, primarily on thin triangle corners, where floor height detection becomes very tricky. That's the major drawback of classic TRs being 2.5D games (where you don't have precise 3D collisional data but blocks and their corner heights instead). But having climbable and shimmyable diagonals is already a step forward. Sadly, it's not possible to make ladders work diagonally, because in best Core Design traditions, ladder code is ultimately fragile and falls apart with even minor changes. Ladder system must be rewritten to become more flexible, but that won't happen anytime soon because there are other, more important tasks on board. |
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#32 |
Professor
Join Date: Aug 2001
Location: CT, USA
Posts: 4,742
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This is such an impressive display!
Core "ladders" sure are limited ![]() They work fine for climbable rock walls, but that's about it.
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Nothing is impossible, just impractical |
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#33 |
Legend
Join Date: Jun 2007
Location: Germany
Posts: 26,649
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That is so awesome
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Wozu zuhören, wenn man reden kann? |
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#34 |
Professor
Join Date: Aug 2011
Location: New York
Posts: 3,831
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Wow. This is all we ever needed for special 25th Anniversary surprise. Thank you so much for making something like this.
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#35 |
Student
Join Date: Mar 2012
Location: France, Paris area
Posts: 225
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That looks really cool and exiting...pity about the headaches caused by integrating the old code. However I'm wondering, since TEN is not compatible with old level files, what prevents you from implementing your own ladder system. Shouldn't that be easier than doing it in Core's way?
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#36 |
Archaeologist
Join Date: Aug 2010
Posts: 1,800
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We are only stopped by lack of programmers with gamedev experience in TEN dev team
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#37 |
Historian
Join Date: Feb 2020
Posts: 332
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LET'S GOOOOOO!
![]() It's alright about the limited "ladders". This already opens the door for more complicated geometry and platforming! You guys can always revisit it later anyway if you wanted to. ![]()
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"I, obviously, am for the trans rights" - They said, not being for trans rights. |
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#38 |
Student
Join Date: Sep 2018
Location: last
Posts: 140
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When tomb engine(TEN) might it be released?
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mozzafar Last edited by mozzafar; 06-11-21 at 12:11. |
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#39 |
Historian
Join Date: Dec 2018
Location: Russia
Posts: 436
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#40 | |
Student
Join Date: Aug 2021
Posts: 103
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We have a list of things they still need to do in the first post of this thread, and some of those probably aren't trivial and likely include hidden pitfalls.
Lwmte even spoke about the timeline at the end of that post: Quote:
I have a question about Lua scripting. Will it be using 5.4 or LuaJIT? Since many builders probably don't know Lua yet, a little bit about the implementation might give a clue where to start if people decide to go off and get familiar with the language in advance of TEN's release. |
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