notchris / noteditor

A simple multi-platform 3D editor built with threejs / webgl.

Home Page:https://notchris.net/noteditor

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Physics Design Component

circuitbone opened this issue · comments

• Using the same code and structures that launch the ball in the game, we deploy them to shoot models / obstacles etc into the play zone during the creation and editing of the maps.

  • Spraying objects with physics speeds up the process
  • improves speed of design layout process
  • improves layouts with more dynamic combinations that a human might create with bias.

Example

Rough Unit :

  • Physics Design Collision Shape : Cylinder
  • Cylinder flies abnormally in space, never flips, always lands right way up ( constrict Y )
  • Physics material : 0,0,0 ( no bounce or slide when hits surface )
  • Cylinder instantiates grass shader or object in this space.
  • Cylinder is clickable and can be scaled and re positioned.
  • Cylinder only exists in the editor side.
  • Cylinders push away from each others centre points if they within half size of each other.

Example
Boulder Unit :

  • Physics Design Collision Shape : spherical
  • sphere flies with no constrictions
  • Random range scale is fired.
  • Physics material : 0.5 , 0.5 , 0.5 ( bounce, slide and roll when hits surface )
  • sphere instantiates boulder in this space.
  • sphere is clickable and can be scaled and re positioned.
  • sphere only exists in the editor side.
  • sphere push away from each others centre points if they within half size of each other.

Blocks on the land can affect the physics as well if you want to apply these.

Example physics material concepts

  • Sand slows down the ball
  • Gravel has no effect on slowing down the ball

Block_Texture_elements

Player Shot distance

How far can a player shoot compared to say the block size.
How many shots before it is boring for the player.

Screen Shot 2020-05-09 at 8 30 26 pm