Dear Gendai - New feature idea...Anchor Chains
synthesis
Member Posts: 1,693
I was thinking that it would be quite beneficial (I think) towards expanding the physics potential of GS if we had an additional physics shape to work with (in addition to circle and square shapes). This would be a triangle.
What would really make it cool is if it had anchor points to it - 1 at each point and 1 at each midpoint and 1 at the center.
I think a triangle shape could have a lot of potential...especially if you could anchor a point to another shapes point...allowing things like ragdolls, centipedes, or stickmen to be built with an anchored chain of shapes...each child shape anchored to a parent shape via a point or points.
Anchor points in squares (corners, midpoints and center), circles (quadrants and center) and triangles could give us the potential to create much richer and deeper (and more complex) physics based game and could open the door to some exciting new game concepts.
I know this isn't critical as I am still in minority favor of you guys (Gendai) continuing with optimization over features. But I thought this one might be one to put into the hopper.
Maybe this is achievable after the physics overhead improvements are finished and the collision/physics engine is refined.
Thanks for reading!
What would really make it cool is if it had anchor points to it - 1 at each point and 1 at each midpoint and 1 at the center.
I think a triangle shape could have a lot of potential...especially if you could anchor a point to another shapes point...allowing things like ragdolls, centipedes, or stickmen to be built with an anchored chain of shapes...each child shape anchored to a parent shape via a point or points.
Anchor points in squares (corners, midpoints and center), circles (quadrants and center) and triangles could give us the potential to create much richer and deeper (and more complex) physics based game and could open the door to some exciting new game concepts.
I know this isn't critical as I am still in minority favor of you guys (Gendai) continuing with optimization over features. But I thought this one might be one to put into the hopper.
Maybe this is achievable after the physics overhead improvements are finished and the collision/physics engine is refined.
Thanks for reading!
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