Throwing + Gravity
+4
Tsengu
Shadow_pryo
Sorlaize
Takashi
8 posters
:: XnaHavok :: Implementation
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Throwing + Gravity
Gravity!
Of course if I threw a kunai or a shuriken. It shouldnt travel in a straight line forever lol.
So throwing at an angle would help the distance.
But only throwing straight if the enemy is close.
Because of the gravity the Kunai/ Shuriken will keep sloping down and sooner or later hit the ground.
Correct?
Of course if I threw a kunai or a shuriken. It shouldnt travel in a straight line forever lol.
So throwing at an angle would help the distance.
But only throwing straight if the enemy is close.
Because of the gravity the Kunai/ Shuriken will keep sloping down and sooner or later hit the ground.
Correct?
Takashi- Chuunin
- Posts : 97
Join date : 2008-05-29
Re: Throwing + Gravity
That's a good point because they can travel quite a long distance.
Also, I'm not sure about where to aim the kunai. In the code I made it aim towards the ground height at the target position, which was determined by the difference in mouse position meaning you can sort of aim. But that's nowhere near good enough...
Also, I'm not sure about where to aim the kunai. In the code I made it aim towards the ground height at the target position, which was determined by the difference in mouse position meaning you can sort of aim. But that's nowhere near good enough...
Re: Throwing + Gravity
we should take strenght into consideratoin wiff this ^^; i mean u should be able to pick how hard u throw it..maybe by hodling down the key longer makes u throw it harder?? but i mean we can make it where if they hold it down for like 2 mins then they throw it super hard...^^; so maybe we do somthing like their strenght determins how hard u can throw it and onces u've reached that max it throws by it self? r it stops bulind up, proabbly best to go wiff the stops building up but then they could just run around wiff their shurkien out and just throw it and get cheap kills..but yeah
Shadow_pryo- Genin
- Posts : 49
Join date : 2008-05-29
Age : 33
Location : Fort Bragg, NC
Re: Throwing + Gravity
If you are able to 'aim' the kunai, like actually aim, then we might as well add hot spots on the body. Where if you connect with a kunai in the leg (this would be good for if your opponent is not aware of your presence yet, not for actually fighting) then the victim would be slowed down for like 10 or so minutes. Or you could do vital shots, like to the neck.
Tsengu- SOS Programmer
- Posts : 426
Join date : 2008-05-26
Location : Canada
Re: Throwing + Gravity
If I'm not mistaken, Havok supports "phantom" objects, which can be used for detection on where something collides with something else. I'll be implementing this sooner since you mentioned all this. Then all you'll have to do is set the phantom objects scale/position/rotation to where you want it. However, for XnaHavok, it uses Quaternions for rotation, so I'd suggest, if you haven't already, looking up Quaternions and such. I'll probably provide means for creating a quaternion from an axis angle though, for people who don't know about quaternions(which, many don't.)
Cheers,
Ben.
Cheers,
Ben.
Benny53- SOS Programmer
- Posts : 8
Join date : 2008-06-05
Re: Throwing + Gravity
Benny53 wrote:If I'm not mistaken, Havok supports "phantom" objects, which can be used for detection on where something collides with something else. I'll be implementing this sooner since you mentioned all this. Then all you'll have to do is set the phantom objects scale/position/rotation to where you want it. However, for XnaHavok, it uses Quaternions for rotation, so I'd suggest, if you haven't already, looking up Quaternions and such. I'll probably provide means for creating a quaternion from an axis angle though, for people who don't know about quaternions(which, many don't.)
Cheers,
Ben.
I found a way to do that by just messing around with 3d math it's in my source code, ask me on msn for the link.
Re: Throwing + Gravity
How would a wind chakra affect a trowing weapon then since its acceleration is faster therefore it is traveling a further distance then an average say Kuni being pulled down by gravitys force 9.81 Newtons (For those who havent taken physics 3 time its) The newton is the unit of force derived in the SI system; it is equal to the amount of force required to give a mass of one kilagram (Kg) an Aceleration of one Meter per Second squared. Algebraically:
(Down)
Sorry if I threw a wrench in the gears but im kinda concerned
(Down)
Sorry if I threw a wrench in the gears but im kinda concerned
Sithex- Chuunin
- Posts : 111
Join date : 2008-06-01
Age : 38
Location : Canada
Re: Throwing + Gravity
adjusting angle and power is just a waste or time, rather than make an angle, make a limited air time. ovbiously you have to manually aim, but make the junai travel straight, then over a certain amount of distance, make it drop.
1# putting complicated features is bad for a demo because it like giving someone all the parts of a computer and telling them to make a computer when they have no experience with it.
2# add the angle feature in a patch. so people can get use to basic movements of the game,e.g. attack and move and talk, rather everything. e.g. you wouldnt give a A2 page of info on naruto, then give cue cards later, you give it out proportionally,
1# putting complicated features is bad for a demo because it like giving someone all the parts of a computer and telling them to make a computer when they have no experience with it.
2# add the angle feature in a patch. so people can get use to basic movements of the game,e.g. attack and move and talk, rather everything. e.g. you wouldnt give a A2 page of info on naruto, then give cue cards later, you give it out proportionally,
conradxu- Jounin
- Posts : 243
Join date : 2008-08-20
Location : Sydney, the immigrant central
Re: Throwing + Gravity
we are going to use Havok physics so most likey, the thing we need to set is the power at which it is thrown (which will be a constant, or depending on str value or so )
and the rest is done by havok's world physics, but to set up the world isn't ez ^^
and the rest is done by havok's world physics, but to set up the world isn't ez ^^
Rave- Admin
- Posts : 191
Join date : 2008-05-24
Re: Throwing + Gravity
then there will be too many variables to hit the right spot and you'll just end up missing
conradxu- Jounin
- Posts : 243
Join date : 2008-08-20
Location : Sydney, the immigrant central
Re: Throwing + Gravity
then u have to learn to aim :p if some1 is too far, u aim higher
Rave- Admin
- Posts : 191
Join date : 2008-05-24
Re: Throwing + Gravity
Sithex wrote:How would a wind chakra affect a trowing weapon then since its acceleration is faster therefore it is traveling a further distance then an average say Kuni being pulled down by gravitys force 9.81 Newtons (For those who havent taken physics 3 time its) The newton is the unit of force derived in the SI system; it is equal to the amount of force required to give a mass of one kilagram (Kg) an Aceleration of one Meter per Second squared. Algebraically:
(Down)
Sorry if I threw a wrench in the gears but im kinda concerned
There is a formula out there, but it's not really important to know it since no-one here will be using it, and it's not that important anyway since we don't need to understand that to make nice physics with a middleware solution like Havok Physics.
We can of course apply an arbitary force or set of wind forces such as a cyclone that would affect objects [including kunai's but not so much; it would affect hair and clothes more for example].
conradxu wrote:then there will be too many variables to hit the right spot and you'll just end up missing
That's a very generalised statement; I'm not even going to attempt to answer it...
Havok Physics, as Rave pointed out we are probably going to be using, is a physics library that a game development team use to construct part of their game engine. This is the thread for explaining what XHk [the library we are developing to implement Havok Physics and Havok Animation] is and does. Also look here.
Re: Throwing + Gravity
well, you dont have to be mean...
but if this detail is going to put into the way people throw their shurikens, then you must make it simple enough so people can have a good success rate
but if this detail is going to put into the way people throw their shurikens, then you must make it simple enough so people can have a good success rate
conradxu- Jounin
- Posts : 243
Join date : 2008-08-20
Location : Sydney, the immigrant central
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