With the introduction of rigidbody imposters, 3d Rad has has extended it's game development capabilities to give what could only be done with pure coding engines.
Thanks Fernando, you have outdone yourself with this awesome feature.
Here's my first little test with this marvelous invention.
It shows that you can generate platform games, unlimited terrains, and a host of other "fantabulous" game "thingies" on the fly, by using imposter STATIC rigidbodies.
sample code
This is only for v7.16, Sorry guys.. But you can run the little exe, so that you can see what's cooking.
This sample places 500 static IRB's (Imposter Rigidbodies) in a straight row for the car to drive on.
Now go forth and multiply your collidable .. Buildings, Rocks, Lamp posts, Terrains blocks, roads, or whatever your imagination can conceive.
Thanks Fernando, you have outdone yourself with this awesome feature.
Here's my first little test with this marvelous invention.
It shows that you can generate platform games, unlimited terrains, and a host of other "fantabulous" game "thingies" on the fly, by using imposter STATIC rigidbodies.
sample code
Code: [Select]
int CAR = OBJ_0;
int BLOCK = OBJ_22;
int maxBlocks = 500;
void Main()
{
Quaternion q;
Vector3 v;
int i;
if(iInitializing()){
iObjectOrientation(BLOCK,q);
iObjectLocation(BLOCK,v);
iObjectImpostersCreate(BLOCK,maxBlocks);
for(i=0;i<maxBlocks;i++){
v.z = i*10;
iObjectImposterSet(BLOCK,i,q,v);
}
}
if(iDeinitializing()){
iObjectImpostersDestroy(BLOCK);
}
}
This is only for v7.16, Sorry guys.. But you can run the little exe, so that you can see what's cooking.
This sample places 500 static IRB's (Imposter Rigidbodies) in a straight row for the car to drive on.
Now go forth and multiply your collidable .. Buildings, Rocks, Lamp posts, Terrains blocks, roads, or whatever your imagination can conceive.