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Apparent Horizon - Kickstarted! - Page 2

post #11 of 24
Thread Starter 
So I started this thread around this time last year, took about a 6 month Hiatus from the game while I worked hard labor and got back to it around December.

In the meantime I've made major progress and will be kickstarting very soon once I get this major feature (ship upgrader / researcher) in.

https://twitter.com/HorizonApparent

Check out my latest screen shots and updates!
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post #12 of 24
Sweet!I've started to work with unity too trying to create a 3D jet game with it but kinda stuck with trying to make it turn pitch and yaw smoothly tongue.gif
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post #13 of 24
Thread Starter 
Quote:
Originally Posted by ABD EL HAMEED View Post

Sweet!I've started to work with unity too trying to create a 3D jet game with it but kinda stuck with trying to make it turn pitch and yaw smoothly tongue.gif

You can use either rigid body drag or if you want to do it Kinematicly you can Quaternion.Slerp() the rotation of the transform.
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post #14 of 24
Thread Starter 
Quote:
Originally Posted by Twinnuke View Post

You can use either rigid body drag with tranform.rigidbody.addrelativetorque or if you want to do it Kinematicly you can Quaternion.Slerp() the rotation of the transform.
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post #15 of 24
Quote:
Originally Posted by Twinnuke View Post

You can use either rigid body drag or if you want to do it Kinematicly you can Quaternion.Slerp() the rotation of the transform.

Well initially I was thinking maybe I should add force to the direction the plane is pointing at so it can overcome the inertia but then I realized that it'll cause unrealistic movement and will cause a bug (the plane's speed will actually increase instead of decreasing) then I thought I should limit the angle of attack (the angle between the plane's velocity (rigidbody.velocity) and the direction it's pointing at (TheJetLocation.forward)) which kinda did help but this causes it not being able to pitch at high speeds and now I'm thinking of Quaternion but I'll have to learn about Quaternions first tongue.gif
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post #16 of 24
Thread Starter 
Quote:
Originally Posted by ABD EL HAMEED View Post

Well initially I was thinking maybe I should add force to the direction the plane is pointing at so it can overcome the inertia but then I realized that it'll cause unrealistic movement and will cause a bug (the plane's speed will actually increase instead of decreasing) then I thought I should limit the angle of attack (the angle between the plane's velocity (rigidbody.velocity) and the direction it's pointing at (TheJetLocation.forward)) which kinda did help but this causes it not being able to pitch at high speeds and now I'm thinking of Quaternion but I'll have to learn about Quaternions first tongue.gif

Well here's a few ideas.

If you want it to maintain speed - turn off drag while not using the throttle. Apply drag when brakes are on and when it's over it's maximum speed. (transform.rigidbody.velocity.magnitude) will get you a single digit speed.
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post #17 of 24
Quote:
Originally Posted by Twinnuke View Post

Well here's a few ideas.

If you want it to maintain speed - turn off drag while not using the throttle. Apply drag when brakes are on and when it's over it's maximum speed. (transform.rigidbody.velocity.magnitude) will get you a single digit speed.

Might try this too,anyway I really like this game engine and I can't wait to finish my game so I can play it during lectures ^_^,really looking forward to what your game will look like thumb.gif
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post #18 of 24
Thread Starter 
Quote:
Originally Posted by ABD EL HAMEED View Post

Might try this too,anyway I really like this game engine and I can't wait to finish my game so I can play it during lectures ^_^,really looking forward to what your game will look like thumb.gif

It's going to be amazing!
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post #19 of 24
Thread Starter 
New Photo Added! -- And so it begins bwahaha. Multiplayer code init!
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post #20 of 24
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Update Bump! Check Original Post!
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