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Old 27-10-21, 13:13   #31
Lwmte
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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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Old 27-10-21, 13:38   #32
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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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Old 28-10-21, 01:57   #33
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That is so awesome ! Great job!
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Old 28-10-21, 02:05   #34
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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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Old 28-10-21, 09:29   #35
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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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Old 28-10-21, 09:41   #36
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We are only stopped by lack of programmers with gamedev experience in TEN dev team
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Old 30-10-21, 18:01   #37
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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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Old 06-11-21, 12:08   #38
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Thumbs up Excited for this project and I wish you good luck

When tomb engine(TEN) might it be released?
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Old 06-11-21, 12:28   #39
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Quote:
Originally Posted by mozzafar View Post
When tomb engine(TEN) might it be released?
This is the most correct question - when.
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Old 06-11-21, 14:50   #40
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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:
Originally Posted by Lwmte View Post
]That's it for now, I hope all this information gave you some insight into current state of TEN - which is promising. I really hope that dev team will be able to prepare public beta soon, but I won't give you any promises, because all the deadlines for beta release were missed several times - so better just to keep your fingers crossed!
I doubt much has changed on that front since the post was made. So the answer would appear to be "soon, but no promises".



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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