I got the first step of the physics engine working. This showcases a rigid body with a cube collider interacting with a single plane. The physics engine has a long way to go still but this is a good first step.
Most physics engines usually have rest period. When the entity is barely moving anymore it will go into rest state and will not be calculated anymore unless something collides or interacts with the entity again.
@@kip258 That dosn't sound right, if I remeber correctly havok tries to wake up objects when one of the contacts updates (wich moving the object should update the contacts). The cube would stay asleep if it didn't move but yeah it shouldn't be possible to slide a cube out from under another cube
@@gwentarinokripperinolkjdsf683 It can be done but its really hard. You have to remove the bottom cube without contacting the top cube, eg, without waking it up. If you use two laser cubes and the cube on top is directing a laser into a laser receiver, then it's REALLY easy!
You could activate physics for a cube, if it's in the air and if it collided with the ground, a timer will activate in which the cube has time to orient itself to the ground, when the timer is off, the poaition of the cube gets rounded and leveled to the ground evenly
I'm hoping it isn't too ambitious but I figure it is the perfect project for me. I enjoy the technical side of making games the most and this way all the artwork is already done for me.
Physics does not need to be calculated on two objects that have little or no velocity difference between them. Once an object has come to rest against another object, physics should be paused until another object is in range and has enough velocity difference.
That was the first thing I was going to recommend: If the box doesn't rotate, substantial simplification. But also I don't remember any instances where the Box rotating was necessary or helpful in portal, so I think it might be an acceptable break from reality
I dont know if you're trying to run it on the actual console or on an emulator but wasn't there a specialized cartridge with built-in hardware improvements?
How do you plan on doing music for this game? (I'm a huge fan of Portal, and this demake is looking awesome). If there's any application system or way to help out, it seems like a super awesome project I'd love to try and compose for.
Holy fug. You just need to speed it up and make it so that carrying it physically moves it in the space instead of attaching it to your character and you're gold!! I only know the C sharp and have experience with unity so take everything I say with a massive grain of salt.
Who knows this might turn out like the portals being able to render 14 rooms at the same time. But in reality I feel like this isn't going to play out like that, I would be more than okay if you had to use a simpler physics engine in order to make more elaborate rooms/puzzles.
The physics are awesome. Does it still target the original specs of the N64? If you'd shown this to N64 or PS1 owners back in the 90s I think our minds would have been blown lol