Ok, so the idea is great but it´s pretty hard to understand what I am supposed to do. Maybe you can add some more text as tutorial, didn´t know about driving the vehicle and so on. You still got until sunday to work on the game, and Sunday for bugfixing. Also some background music would be nice.
bricks my blender after a few seconds. unplayable. ubuntu dual core 2.3 amd system. runs with 5 frames on default, 23 frames with no aa in 960 standalone no full screen.
very nice look.
I have a fairly old computer and get somewhat low, but playable framerates. 22-24…Cutting the AA and the 2d filters gets me up to 30ish. Even playing in wireframe i get 30’s…All scenegraph. A slight pause when objects 1st appear on the screen(Text and such). but its to be expected. I like it in regular mode. Even though framerate is mid 20’s like i said, Its very smooth and not choppy.
How did you do the grappling hook string. Too much to disect here.
the harpoon adds a link if the distance between it and the player are over a value,
and then rigid body joints it,
then if the distance from the last link is great enough, it adds another,
its chain of rigid bodies using 6dof joints
it stores the chain in the harpoon as a list, and each chain link gets its constraints stored in it Cont, and Cont2
reeling in = remove rigid body joint and delete object if its close enough, else pull it in,
some of the rest of the code is to grab packages and put it on your back,
and some of it unhooks the chain if your close enough(like right mouse)
I wedged all the movement code and animation code into the addHarpoon/reel in code, I will try and clean it up so its easy to use after the comp is over.
Add harpoon , manages the charging system, adds the harpoon and sets its owner (the player), and its max range (in chain links)
Can someone confirm that the new file gets at least 30 fps on older pcs.
also if the scene graph usage is really high it be Errisons Mouse slow parent camera, I might be able to replicate it using logic and reduce the overhead.