The Cyclone Game Engine is a cross-platform 2D/3D game engine built upon MonoGame and the XNA Framework to help make it easier and save time creating games. The engine is still in its infancy stages of development. It is primarily built to serve the needs of Steel Cyclone Studios' game projects. More updates are coming so stay tuned!!!

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Report RSS Character Physics Test Part 1
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Description

My apologies for not posting stuff in a while. I have been working a lot lately and trying to get the engine caught up. This is the very first early stages of the new character controller physics. I have integrated the JigLibX physics library into my engine and I have made many modifications to it thus far. Although physics seems like an obvious feature to implement, it is not so straight forward for every game especially one built from the ground up. I am fixing the camera's clip planes so that you will not see the player's head and other triangles from the model's mesh. In this video, I also try to show the collision skins from the models. I am working on an "Editor" mode where you leave first-person perspective into a Free-Cam mode. From there, you will be able to access the Level Editor where you can add, remove, rotate, scale and translate models in your levels. This is a blank sandbox for demonstration purposes. The building models in the scene are for demonstration. I will be adding more of my own soon. Visualizing the collision skins decreases the frame rate as of now and I am fixing this. You are now fully attached to the character at eye level and you can look down and see your feet. The engine extracts the triangles and vertices from models. Now you can collide with anything and walk up stairs and soon climb ladders. This is still in very early stages so I will be making more updates soon. Thanks again for your patience and I greatly appreciate everyone's support