(no subject)

Nov 26, 2004 03:08

Something different. Something...nerdy =-O
With the release of HL2 and it's physics engine...it's kind of puiqed my interest. That, combined with the gravity gun mod for doom3...well it's gotten me thinking...What would it take to code such a weapon in a game with horrible physics? I'm very interested in trying to make such a weapon for the archaic game Jedi Knight:Dark Forces 2 (circa 97). It has only very primitive physics implemented, and the scripting language itself is lacking. But, there are enough vector related commands and math hacks I could use to where I think I could make a decent Gravity Gun (decent considering the engine).

For those who don't know, a "gravity gun" is a gun that captures an object, levitating it in the air in front of you allowing you to manipulate it using the physics of the game engine.

Has anyone had much experience working with any physics algorithms that I might find handy? Stuff having to do with gravity, application/calculation of force based on target trajectory/mass, and such stuff? I know a fair bit, and could figure the rest out, but help would just make it go faster. Even links to some physics related code depositories or something similiar would be helpful. Yeah, I could google, but why do that when I can ask you smart people
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