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binarygood

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A member registered 98 days ago

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The hand orientation problem you mentioned when grabbing things and the thumbs pointing in the right direction. It might be solved by having an invisible real body constraining the hand movements to be realistic via inverse kinematics, so that all movements are constrained. It might be enough to just do shoulder, elbow, wrist joints. Then the hands won't go into unrealistic positions, and you could try to lessen the constrains to get things to snap easier to objects if necessary. Also, I haven't done unreal, but wrt. to the game lagging when doing manual collision detection, you should be able to spawn a thread which does work without blocking the main render loop and see if slowly adjusting the position in realtime would be subtle and short enough to not be noticeable (like you do in online fps games). Otherwise you could allocate a budget to the computational time of the collision detection between each loop, if there's no async callbacks which could work of the main render loop immediately available. Just a suggestion I thought about, when I watched your video. Love your idea of modular weapons and using them in battle! I think it is challenging to combine slow methodical gameplay of constructing weapons with fast paced shooters for the same player segment, but I'm curious what you come up with :-)