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Physics for things like roads

Posted: Thu Oct 15, 2009 6:28 pm
by The Purple Panzer
I sometimes create 'roads' for aesthetic reasons: mainly very flat meshboxes, usually with drivethrough.

It'd be nice if I could associate a physics driver with them that would make tanks in contact move a bit faster than usual, in whatever direction they want to go; perhaps by a factor I could specify in the driver, so that country lanes wouldn't speed you up as much as highways would. I don't want to just decrease friction, because turning shouldn't become sliding; rather I just want the tank to move better on roads.

This would add some strategic value to roads; by varying the speedup, map makers could make this range between nearly no effect to a dominant one.

Re: Physics for things like roads

Posted: Thu Oct 15, 2009 9:13 pm
by Strakowski
I'm all for this idea. The current X-Y-Z linear acceleration makes some great highways, but it would add so much to be able to make stuff like mud stickier and asphalt faster. I don't think there's anyway this could possibly contribute negatively towards gameplay. Should there be a variable for turning speed as well? I don't really see it adding that much, but on super-fast roads...

Re: Physics for things like roads

Posted: Fri Oct 30, 2009 1:30 am
by clarahobbs
I believe this has already been suggested by someone. I think it was Agent West, but I'm not sure. And I like the idea a lot.