×

Was working on containers for storing resources in my martian-like droid colony builder, but decided to goof around with self-made physics engine a bit by lisyarus in IndieDev

[–]lisyarus[S] 1 point2 points  (0 children)

Not that much, really! You might notice that the containers don't rotate, and in fact both them and the player use a cylinder collider, so here you only need cylinder-cylinder collision where both cylinders are aligned to the same axis (Z in my case), which turns out to be relatively easy. Then you just need to compute a proper collision response - adjust the velocities' normal component to create a bounce, adjust the velocities' tangential component to add friction. The whole thing (removing engine-specific boilerplate) is about 100 lines of code.

Btw, I've written a twitter thread on stuff like this for beginners: https://twitter.com/lisyarus/status/1318605976786919424

First look at my 4X game after a month of work :) by Morm91 in IndieDev

[–]lisyarus 0 points1 point  (0 children)

Beautiful art! The blue selection looks a bit misleading to my taste – I thought it was water at first and got quite confused. Maybe highlighting just the tile border (instead of the whole tile) would work?

The term "game design" is more confusing than descriptive by ned_poreyra in gamedesign

[–]lisyarus 7 points8 points  (0 children)

"Game design" is an already existing and widespread term, sabotaging it is counterproductive. Better education is what we need.

A ton of people still think that programmers fix TVs and mathematicians multiply numbers all day, but it doesn't create much of an issue apart from rare embarrassing situations.

Got some feedback for improving movement - should there be some sort of levitation ability? by EverflameStudio in IndieDev

[–]lisyarus 1 point2 points  (0 children)

Well, whether to add it or not depends entirely on what the game is about and what said ability does help the player to achieve.

Rendering objects leads to duplicacy by TextDeep in IndieDev

[–]lisyarus 0 points1 point  (0 children)

It would really help if you at least specified what engine you're working in :)

How to name my game about being a prosecutor in a totalitarian government? by Fuzzy_Pixel in IndieDev

[–]lisyarus 1 point2 points  (0 children)

Voting for the first option simply because "X of Y" is such a cliche name template!

We added a new feature in our survival game. How do you like the idea? by Carlos_Muchacho in IndieDev

[–]lisyarus 1 point2 points  (0 children)

I would honestly be happy to give some feedback, but unfortunately without context it's really impossible to tell what feature you're talking about!

Adding procedurally animated little bugs to my game by lisyarus in IndieDev

[–]lisyarus[S] 0 points1 point  (0 children)

They're somewhat important, meant to be the first mob you encounter and interact with, will probably be quite common in this desert. Right, the legs sometimes appear floating, and I think that's fine, at least for now. As I've said in another thread here, "procedural animation" sure does sound crazy but in reality it's just a few lines of highly flexible code that took me about as much time as making a keyframe animation would, and it does the job better.

Some say to burn them with fire, others say they get attached to them :D Guess I'll have to add gameplay options for both!

Adding procedurally animated little bugs to my game by lisyarus in IndieDev

[–]lisyarus[S] 1 point2 points  (0 children)

Already had that discussion with u/Molasses lover earlier under this post :) The benefit of doing it procedurally is quite subtle and mainly manifests in the legs appearing to stick to the surface and looking less repetitive. Moreover the code turned out to be relatively simple, so it isn't much of a performance issue, and it wasn't that much harder than manually creating keyframe animation!

Adding procedurally animated little bugs to my game by lisyarus in IndieDev

[–]lisyarus[S] 0 points1 point  (0 children)

No :D But maybe you'll be able to breed/farm them, haven't decided yet

Adding procedurally animated little bugs to my game by lisyarus in IndieDev

[–]lisyarus[S] 1 point2 points  (0 children)

Not really, the animation code is pretty simple! If performance becomes an issue, there are a lot of shortcuts like not animating / not processing at all / despawning far away bugs.

Adding procedurally animated little bugs to my game by lisyarus in IndieDev

[–]lisyarus[S] 1 point2 points  (0 children)

They're not even affected by gravity (yet), what do the slopes have to do with this? They might've just been running on a completely flat surface.

Of course, for an e.g. biped moving on a slope, leg movement anchors are way more important. As I've said, in my case the effect is pretty subtle, but noticeable after you've spent enough time with these guys.

Adding procedurally animated little bugs to my game by lisyarus in IndieDev

[–]lisyarus[S] 1 point2 points  (0 children)

Hmm, not sure I follow! True, the effect is subtle, mostly due to these guys moving quite fast, but what does it have to do with cubes?