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Dynamic movement speeds (Wishlist)
Dynamic movement speeds // WishlistubermonkeyFeb 3, 2004, 11:16pm
Let's go over this one again, it seems like it could have a lot of uses, and
be relatively simple to handle in code: It would be nice to have variable avatar movement speeds. What I mean by this is some kind of parameter in avatars.dat (of course, other means of setting this could be considered, such as a bot command, however this seems the easiest to implement for most users) which sets the movement speed for each avatar. I see something like this: beginspeeds walk=400 run=800 fly=600 fastfly=1200 swim=300 fastswim=600 endspeeds Or whatever other format is preferred. Of course, if a speed is not specified, the defaults are used. Note that my examples are intended to be cm/sec. This also allows one to give flight to only certain avatars (fly=0 would imply no flight for that avatar, for example). Very useful for games, especially considering the unrealistic movement speeds currently used. -Monkey lord fettFeb 3, 2004, 11:59pm
Also a gravity or weight settler variable for each avatar. So that if you
are a heavy avatar, you cant jump very high/far, but if you are a light one, then you can go the full distance that the gravity in the world features allows you to. [View Quote] builderzFeb 4, 2004, 2:01pm
Good ideas, Uber and Fett. Different avatar speeds would certainly make
it easier for those of us making games in AW. And a "weight" or gravity variable would also be good for avatars. I was able to change the gravity settings once in a world and was able to mimic the "jumping" or jet packs in Starsiege Tribes, but it took a bit of work to get it right, and everyone (whatever the size of their avatar) all had the same "weight" like Fett mentions, which made it a bit unrealistic. Builderz http://www.3dhost.net [View Quote] > Also a gravity or weight settler variable for each avatar. So that if you > are a heavy avatar, you cant jump very high/far, but if you are a light one, > then you can go the full distance that the gravity in the world features > allows you to. > [View Quote] lord fettFeb 4, 2004, 5:44pm
Tribes, yea, exactly what I was getting at there. I tried to do a Tribes
thing a long long time ago, but it seemed near impossible since so many of the games physics and other features could not be done in AW. With the addition of speeds and weights, people can do more game things with armor types, etc. [View Quote] builderzFeb 4, 2004, 6:51pm
I was able to import some terrain and nice looking hills using Andras'
DEM2RWX tool, made some hovering/floating bases, and lowered the world gravity to try and do a "ghetto Tribes" in AW a while back. But of course, AW doesn't have any inventory support (need a bot), weapons support (you can only click on others) and light, medium, and heavy avatars would all have the same physics when they jumped. Then I thought about making a Grand Theft Auto-type game (since it uses the RenderWare engine), but also came upon several pitfalls there, too. Builderz http://www.3dhost.net [View Quote] codewarriorFeb 4, 2004, 8:02pm
I purchased the full source and a distribution license for the "Tribes"
engine (Torque game engine) from here: http://www.garagegames.com It costs $100.00 until your revenues are greater than 500,000.00 at which point you owe them a flat 10K [View Quote] builderzFeb 5, 2004, 3:45am
Yes, I've been to the GarageGames site before and saw some demos of the
Torque engine. You don't get any of the copyrighted models, textures, maps, etc. from the Tribes game when you purchase the engine, though. But I think the engine itself is a great deal, money-wise. Builderz http://www.3dhost.net [View Quote] codewarriorFeb 5, 2004, 4:44pm
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