RegisteredFruit
05-16-2004, 05:13 PM
I really hope those jump pads won't be in CTF, except maybe in the ruined city map. Guess I don't need to make any renegades comparison...
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RegisteredFruit 05-16-2004, 05:13 PM I really hope those jump pads won't be in CTF, except maybe in the ruined city map. Guess I don't need to make any renegades comparison... Beren 05-16-2004, 05:27 PM Now thats what I call a news post! ta :) Hurricane Harold 05-16-2004, 05:39 PM Isn't the Karma physics engine completely scrapped? The filefront article said it was still in use ("heavily modified"). Other than that it was a generic 'preview', as with the homelan one. Good update in any case Colosus 05-16-2004, 05:41 PM Isn't the Karma physics engine completely scrapped? The filefront article said it was still in use ("heavily modified"). Other than that it was a generic 'preview', as with the homelan one. Good update in any case Yes. They are using Havok physics now for ragdoll, vehicle, etc. The physics engine for player movement is completely custom. Hurricane Harold 05-16-2004, 05:47 PM Right, I just thought it was a really weird screw up. It stood out for some reason. I'll move along now. DipStick 05-16-2004, 06:56 PM Wow, that EuroTribes interview was the worst interview Ive ever read. Seriously, do some fudgeing homework before you come to the table. experimental 05-17-2004, 03:17 AM Isn't the Karma physics engine completely scrapped? The filefront article said it was still in use ("heavily modified"). Other than that it was a generic 'preview', as with the homelan one. Good update in any case yes, they are completely wrong. karma has been replaced with havok, and its only for vehicles, ragdolls and in some cases, balls and other objects in single player. fusion (my custom physics system), is for character movement only - and was completely written from scratch for tribes so we didnt have to use unreal physics (we dont want to feel like a UT game movement wise). | ||