The on-going space voxel project by the six sibling studio, ZanMgt! A labor of love, Blockade Runner is an ever-evolving development that's currently undergoing a major engine overhaul to provide a solid foundation for the game's bi-weekly builds. We've found the bi-weekly builds to be an enjoyable and healthy development cycle and are anxiously preparing the game for their return!
Physics with the prefabs! We had fun by slamming the Grimlock with a bunch of cargo boxes, rolling the cargo boxes down a flight of Stairs, and aiding a flock of boxes through the Fairy Tail!
Video of it in action below!
In some tests it looks like there is a universal gravity direction and others show physics blocks being drawn to solid blocks. I'm curious if ships are currently generating their own gravity based on mass/shape or if you've just per-defined a center point for gravity?
I'm also very curious how collision hulls are determined. I'm guessing that static props just use their own geometry? (Would make since seeing as how they are already very low poly) When you move on to applying physics to several blocks at once, will the engine generate a collision hull for that chunk on the fly, or just 'fuse' the hulls of all the objects in that chunk?
I'm simply blown away by how fast you guys are working. Thanks and keep it up!