First off, thanks for the replies.
I know Raydium is still young and adding features - i was just wondering where animations for characters were at.
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Quite interesting, Is your game freesoftware? Can you put a few screenshots?
Vicente, Yes, the game will be GPL and yes screen shots are on the way - after this weekend hopefully. Oh, and the game art will be creative commons.
It will also only have a Linux build as i have to find a Winshit computer to do the win32 build on.
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added manually after the import (with a "search & replace" in a text editor, or even "sed" if you're using Linux)
That is what i have been doing in Kate (love KDE). It works fine and find/replace takes like 2 seconds - no complaints here.
One more question and i'll let this thread die.
What about collision detection with the current characters? I mean, i have seen (and studied) the ragdoll demo, but i was wondering how that would apply to a character in a game?
See, my whole point is to have (literally) people holding Clubs, or a MorningStar (morgenstern for you Germans). I would like to have collision detection done on the "Meshes" if it all possible. So when the character is hit with a blunt object or an Arrow (or a bullet) that a "Ragdoll" sequence would be possible. Or, in some cases, have the Arrow remain stuck in the character until the health has hit zero.
I don't know if that is possible, but i was hoping for a little feed back.
p.s. - i will look over Cal3D this weekend and see if i can get something started for Raydium.