Several features were added to the "black holes". A) It's possible to define "neighbours" for spheres to get cylindrical gravity. B) The shape of the "hole" can be a box, too, and you can specify a certain direction for the gravity, to enable wall-walk. C) "Holes" may have parents now - which produces magnet-like behaviour. D) It's also possible to define scripts, so the "hole" works as a trigger. In this case, the spawner-point is activated as soon as the player enters the box-shaped "hole" object.
The usual:
Be aware that the models and textures are for test purposes only. I know it looks like programmer's art, but I really am a designer with some hobby programming skills. ;-) I study Multimedia|VR-Design at the Burg Giebichenstein in Halle ( http://www.burg-halle.de ).
Tools used: VC++ 2008 Express Edition, 3dsmax, Photoshop, AS3/FlashDevelop (for the GUI).
Libraries used: OGRE3D for graphics, Hikari as GUI, OIS for input, Bullet as physics engine, Lua+luabind for scripting. There is no sound yet.
Thanks goes to nullsquared for the SSAO compositor (post effect).
Visit my portfolio on http://www.mindermensch.de :-)
: ) awesome as ever. What do you think are the chances that you could integrate your black holes into the blender game engine?
tobuslieven 2 years ago
Thanks! :-)
The chances are pretty bad, sorry. My code is far from performance-friendly or readable. This aside, I don't do anything fancy - in fact, I use plain Bullet, just like Blender probably does.
My Black Holes are just some btGhostObjects which change the gravity of objects inside every tick. So anyone could do this, I think.
wechselseitig 2 years ago
Ho what the hell...
jonharson 2 years ago
Um ... yes?
wechselseitig 2 years ago