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Hoodad_irl
Hoodad_irl @ Early Level Navigation Demo

Awesome first look at your project! Keep them updates coming :D

Reply Good karma+2 votes
Hoodad_irl
Hoodad_irl @ Gradient mapping on ships

We haven't really been able to determine the feel for hit-detections as we are just now able to integrate it fully in our game. Larger objects (like ships) would not necessary increase the complexity, the factor of correctness is completely determined by how well the player can see it, I would say. So if the player can see the collision in details then it will probably be too rough :)

Reply Good karma+1 vote
Hoodad_irl
Hoodad_irl @ Gameplay test 3

Thanks a lot! No the sound in this video has been added afterwards, we noticed that our current sound affects has to be better adjusted for 8 player combat(there were explosions going of everywhere). So our sounds will have to be altered the coming week for better use ;)

Reply Good karma+2 votes
Hoodad_irl
Hoodad_irl @ Gradient mapping on ships

It depends on what you mean, for the static environment there is a bounding hierarchies surrounding all the blocks. However for the more dynamic objects such as ships and modules it's either a single box or sphere.

Reply Good karma+2 votes
Hoodad_irl
Hoodad_irl @ Amalgamation

Please note that if you have any questions or are interested in Amalgamation let us know :D

Reply Good karma+2 votes
Hoodad_irl
Hoodad_irl @ Hello Space

Nice to see that you have fully(?) integrated a webbased interface with your game, providing easy access to your game :D Keep up the good work!

Reply Good karma+4 votes
Hoodad_irl
Hoodad_irl @ Stress test of instanced rendering

The amount of rockets that's armed in this video is equal to zero! Why? If they all was armed we would blow our selves back to the stone-age

Reply Good karma+1 vote
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