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Skydiving and Physics | Locked | |
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Aug 4 2012 Anchor | ||
So I'm in the very beginning stages of developing 3rd person action RPG with some shooter qualities and a nice open world environment. The game is going to revolve around a good bit of skydiving from floating cities and such. I plan on using UDK for my engine, and I was wondering how much of a pain in the ass is it going to be for a person programming and coding things to simulate some sort of physics when it comes to free fall effects or wind resistance. I'm aiming for a fairly easy to control and smooth skydiving experience that really makes it feel like there is some serious speed and all that jazz involved. Any suggestions or tips or even people interested in trying this out feel free to reply here or shoot me an email at FanaticismGaming@Gmail.com - Roxxen |
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Aug 5 2012 Anchor | ||
it depends on good are you at coding? that being said you need to understand the math and physics behind to further implement it |
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Aug 5 2012 Anchor | ||
The question was aimed at people who code/program LOL. Aka I want to talk shop with someone who knows about physics in the UDK engine and simulating a realistic feeling when it comes to falling. |
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Jok3r098
“A computer is like air conditioning – it becomes useless when you open Windows” - Linus Torvals
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Sep 21 2012 Anchor | |
Hop onto the udk forums, there have been plenty of people there altering physics, as for skydiving it probably wouldnt be too complacated, not sure where you would start though but im sure the UDK forum guys would have your back. |
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Sep 21 2012 Anchor | |
I'd be more worried about the implications for performance than the physics, which you should be able to do quite easily. |
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Nov 7 2012 Anchor | |
The most basic thing you need to put in is 9.81 meters per second per second(force of gravity on an object) in order to make it realistic and neglecting the idea of air resistence. |
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Nov 8 2012 Anchor | ||
I think maybe he was talking about the volume and width of the object affecting wind resistance and angular velocity. |
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