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Tweeted twitter.com/#!/StackGameDev/status/483792268894433281
Clarified based on comments that Box2D is the specific target. Retitled and retagged matchingly. Added note about raycast limitations.
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Anko
  • 13.5k
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How tocan I predict player killed-to-projectile collisions in a real time FPS gameBox2D?

I'm making a real time shooting game with Box2D as the physics engine. It'sThe gameplay is mostly about trajectory, like Angry Birds. Now I want to make a slow motion effect and move camera to the player when he's killed, but zooming and slow motionthe effect should start when the stone is still in the air, before the collision actually happenhappens.

When the stone is in the air, nothing is certain. The magnitude of damage is only calculated at the collision base, based on impulse. And becauseBecause it's a real time-time game, the player must be able to move histheir character's physics body without any delay in controllinglag.

The death seems impossible toHow can I predict, or is their death? Is it even possible? I could raycast, but what if another object moves to block its path?

enter image description here

How to predict player killed in a real time FPS game?

I'm making a real time shooting game with physics engine. It's mostly about trajectory, like Angry Birds. Now I want to make slow motion and move camera to the player when he's killed, but zooming and slow motion should start when the stone is still in the air before the collision actually happen.

When the stone is in the air, nothing is certain. The magnitude of damage is calculated at the collision base on impulse. And because it's a real time game, the player must be able to move his body without any delay in controlling.

The death seems impossible to predict, or is it?

enter image description here

How can I predict player-to-projectile collisions in Box2D?

I'm making a real time shooting game with Box2D as the physics engine. The gameplay is mostly about trajectory, like Angry Birds. I want to make a slow motion effect and move camera to the player when he's killed, but the effect should start when the stone is still in the air, before the collision actually happens.

The magnitude of damage is only calculated at collision, based on impulse. Because it's a real-time game, the player must be able to move their character's physics body without lag.

How can I predict their death? Is it even possible? I could raycast, but what if another object moves to block its path?

enter image description here

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Arch1tect
  • 297
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How to predict player killed in a real time FPS game?

I'm making a real time shooting game with physics engine. It's mostly about trajectory, like Angry Birds. Now I want to make slow motion and move camera to the player when he's killed, but zooming and slow motion should start when the stone is still in the air before the collision actually happen.

When the stone is in the air, nothing is certain. The magnitude of damage is calculated at the collision base on impulse. And because it's a real time game, the player must be able to move his body without any delay in controlling.

The death seems impossible to predict, or is it?

enter image description here