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Brick rigs vehicles not being destructed1/29/2024 I understand what you're saying, and why you're annoyed. If you can't see someone's vehicle then their vehicle can't damage you, but if you can see theirs, their vehicle can damage you. Thinking logically, the way the game is set up makes sense. Please elaborate on these ideas with me.įirstly, thats one hilariously passive agressive post, and secondly I'll share some thoughts that come to mind on the subject. If someone hides a vehicle, the vehicle they hide shouldn't be able to damage them, and the player driving the vehicle should know who's selected to hide them. If you do this fix you should add an option to hide players vehicles incase someone's computer has trouble handling all the vehicles that could potentially be in a server. Second fix I've thought up is less practical from the standpoint of allocating time to the project, but you could edit the game so that it automatically downloads creations to a cache file when you join the game, and when a new one is spawned. You should make a system to let players know who can see their vehicle and who can't if you do this. That way if they cant see you and you can see them instead of absolutely eviscerating your creation they'll just pass through you without doing any damage. First fix could be to remove coliding from player's vehicles if they aren't subscribed to yours. ?įirstly, thats one hilariously passive agressive post, and secondly I'll share some thoughts that come to mind on the subject. In Brick Rigs, implementing this would be even easier as you wouldn't have to figure out where to fracture the vehicle/building/chunk of whatever - the model would already be separated into bricks.Originally posted by Raeffi:Well I dont want to sound rude (and i have no idea how to code it better) but thats just bad game design :/ Do you have plans to change it in the future. You can find similar videos all over YouTube all demonstrating the same concept, and all made in Unreal. That way, you'd be able to keep the pieces while optimizing cpu.īut before the building is broken, you don't have anything to worry about cpu-wise - no matter how big or how many pieces.Īnd as I said before, this concept is literally one of UE's features. One solution is to just delete all the individual pieces, after a certain amount of time of being disconnected.Īlternatively, you could take all the pieces that have stopped moving, and snap them back to a grid, reconnecting them to the ground plane in a shared physics mesh. So you'd need a way to get rid of those individual pieces before they start weighing down the system. If you had 1000+ bricks that were disconnected - or simulating each their own instances of physics, then sure, the program would lag and probably crash. This is what makes Brick Rigs possible in the first place. That means rather than simulating physics for every brick in the vehicle, it casts a single collision mesh over the entire construction.Īs far as the computer sees it, 1000+ connected bricks may as well be 1 brick. I'm relatively new to Unreal Engine, but this is how I understand the program being run:īefore a vehicle is broken apart, the computer sees it as one object. And contrary to what seems to be popular belief, this does NOT have to be laggy or cpu-intensive. I mean the buildings being made up of individual pieces. Originally posted by nothing_cool:When you say "destructable" do you mean knocking them over or having the building made of pieces that can be broken apart?
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