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    Posts

    Recent Best Controversial
    • Bullet collision detection

      I understand why this is a problem, but is there any way to add support for continuous collision detection? Or hit casting (I think that's what it's called) that exerts a force on the impacted object? Just that I can't make bullets move faster than '100' without having them go through objects. Strange thing is, when they pass through frozen objects, they are unfrozen, but the collision has no effect on either object.

      posted in SketchyPhysics
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      Wacov
    • RE: Rendering animations

      Not many of the people on the SP forums are that great with renders; and no-one's really found a good way of rendering SP animations. I think someone's working on it though.

      posted in SketchyPhysics
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      Wacov
    • RE: Rolling cylinder problem

      You can post it on the forums using the attach function. Scroll down when writing a reply, and you will see it.

      posted in SketchyPhysics
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      Wacov
    • RE: My next game...

      I'll release it for download when there's a coherent track. At the moment half the routes are inaccessable, and on parts of the track it's very hard to know where to go.

      posted in SketchyPhysics
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      Wacov
    • RE: My next game...

      Okay, Physicsguy and jake are added. Latest update has a few terrain improvements, and makes it easier to tell where to go

      posted in SketchyPhysics
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      Wacov
    • RE: My next game...

      Yeah! That's great, @physicsguy remember that once I've added you, you'll be able to download it, but you won't show up in contributors until you've added something. @BTM I need the email adress you use for the warehouse. PM me

      posted in SketchyPhysics
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      Wacov
    • RE: Where's Chris?

      πŸ˜„ Ok.. just my luck to post this a few hours before you come back on....

      posted in SketchyPhysics
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      Wacov
    • Where's Chris?

      I mean Chris Phillips; he hasn't been on the forums or anywhere for a while now. Think he's on holiday?

      posted in SketchyPhysics
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      Wacov
    • RE: Lookat feature

      Yeah. You can also change what it's looking at; try:

      if getVar("look")==1;lookAt("box");else;lookAt("sphere");end
      
      posted in SketchyPhysics
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      Wacov
    • RE: My next game...

      If anyone wishes to join, just leave a reply or message me. At this stage, good modellers are needed most, for extra detail on the terrain near the track, and 2D, textured face-me vegetation. Current version (not downloadable) at http://sketchup.google.com/3dwarehouse/details?mid=78a848f11e0819a36cd8ad826e9017b8

      posted in SketchyPhysics
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      Wacov
    • RE: My next game...

      There are multiple possible routes, that often cross over each other. Post comes soon, the picture's actually quite decieving... there were never any plans for caves (?), bridges, jumps and the large amount of vegetation that will be used count as props and won't go in until the basic terrain is complete

      posted in SketchyPhysics
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      Wacov
    • RE: My next game...

      Current view of the track. Very basic geometry at the moment, but you get a feel of the finished product when viewed from a distance:


      This is going to be something special...

      posted in SketchyPhysics
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      Wacov
    • RE: Gearshifting with Variables?

      Setting a variable with a key for each setting is easy.

      if key("a")==1; setVar("gear",1); end
      if key("s")==1; setVar("gear",2); end
      if key("d")==1; setVar("gear",3); end
      if key("f")==1; setVar("gear",4); end
      

      Should do it. You can't get variables in a white field, but a motor's controller will accept values over 1, so you can increase the speed by multiplying your normal controller by 1.something.

      posted in SketchyPhysics
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      Wacov
    • RE: Terminal Velocity?

      Well, resistance is easy; you just slow an object down by a set amount every frame. What you're talking about is air simulation as a fluid material, which is... hard.

      Out of interest, where's Chris? He hasn't been on the forums for a while

      posted in SketchyPhysics
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      Wacov
    • RE: Terminal Velocity?

      Oh, but it does. Set gravity to 0 and push something. Does it continue for ever?

      posted in SketchyPhysics
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      Wacov
    • RE: Terminal Velocity?

      I believe it does; when you drop an object, left to its own devices it will not accelerate to infinity. Objects that have, at some point, been propelled, do not really count...

      posted in SketchyPhysics
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      Wacov
    • RE: My next game...

      Ok... @Hobbnob, Mr Planet and Physicsguy, remeber the vast majority of work will be on the track itself. Maybe 1/10th of the time will go onto vehicle creation (The plan involves multiple vehicles πŸ˜„ ), and the rest will be divided between terrain and making props. @BTM, do you want to help? Your skills would come in handy πŸ˜„

      When I post the very (very, very, very)... basic outline plan, it'll show where moutains, jungle and coast areas are. I'm open to suggestions on the design though... and to everyone who thinks they want to join, there has to be some vague commitment... basically, we need to keep going to the end

      posted in SketchyPhysics
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      Wacov
    • RE: My next game...

      Sure, thanks!

      posted in SketchyPhysics
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      Wacov
    • RE: My next game...

      Ok, here's a line drawing of the track, showing all the routes. Looks kinda confusing, but follow it from the start to understand it... it's in 3D, so you can see elevation, and there's a template below to show the different areas. The building I'd started work on gives some sense of scale...


      It's big

      posted in SketchyPhysics
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      Wacov
    • My next game...

      I'm just starting plans for something really spectacularly huge... I'm slightly concerned that SU won't be able to handle it (i.e. camera view cut-away, LAG... even crash). It's another level for MotorSketch, which everyone seemed to like... this time, a proper track. Anyway, the plan is:

      • Starts off beside a stretch of coastline... no more desert.
      • The track leads up into a rocky, mountainous area, with multiple, intertwining routes for different vehicle types... this makes up something like half of the course.
      • Drops down into a jungle area (this is what I'm most concerned about), with twisty routes and lower visibility. Around 1/3.
      • The rest is a relatively straight line along the coast back to the start, with some nice jumps over the water.

      First off, what do people think, and... do you want to help? It's probably just me, but this doesn't seem like a one-man job πŸ˜„

      P.S. These are just plans and ideas, nothing's concrete yet

      posted in SketchyPhysics
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      Wacov
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