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Earth and the core worlds are suffering. Overpopulation and lack of resources are leading to unrest and desperation. That's where you come in. You've been recruited to colonize a planet more than 4 light years away. It's your job to save the human race from its own greed and consumption. The game is experienced from a top-down view allowing for the deliberate and creative crafting of every item, vehicle, and structure in use. Using a scriptable and dynamic artificial intelligence the AI Overlord will change up every aspect of the game. Nothing stays the same forever, making Worlds an addictively, dynamic experience with limitless replayability.

Forum Thread
Physics Day 1 (Games : Violent Sol Worlds : Forum : Larry : Physics Day 1) Locked
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magicrat_larry Lead Developer
Oct 7 2016 Anchor

Ok, I have started to put together a playground to do physics testing in. I managed to actually get something good fairly quick.

Why am I doing this? It is for Violent Sol Worlds a top-down survival game. We have gotten away with some simple physics for a while now that has some goofy issues, but we are in need of some high quality stuff now. So that is my task, take what we have learned and write something that works really well for a top-down game.

What do you think so far? The goal is to get collisions against complex polygons without goofy bouncing and other artifacts.

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