Coming Real Soon Now (tm): Polygonal Collision & App Store GS Viewer
Hey folks,
I know a lot of you have been wondering what we've been working on lately and @CodeWizard has been (true to form) knee deep in code, so he hasn't had a chance to update everyone on the latest and greatest, so I wanted to give you some updates on exciting stuff coming from The Kitchen:
First up is POLYGONAL COLLISION. We've got this working in a test branch right now and the way it's going to be implemented for 1.0 is that you will need to supply a series of JSON coordinates for your custom collision shape, but don't fear, we've found several free tools that do a bang-up job of generating this point data. The one we like the most is called Physics Body Editor, and it's free and Java-based so it's cross platform. Check it out here:
http://www.aurelienribon.com/blog/projects/physics-body-editor/
Second thing we want to mention is that we will soon be pushing the GameSalad VIEWER TO THE APP STORE and Google Play, so that it will be even easier for you to test your GS projects on devices. This is especially important for our PC users, as this will give you a way to test your games on iOS devices without needing to beg, borrow or steal a Mac to build the Viewer project and deal with all that signing hassle. We've got a whole slew of features planned for future Viewer updates as well, so stay tuned.
There's more top secret stuff in the works that's a bit too early to talk about yet, too, but I wanted to let you all know about these two big upcoming features.
Cheers,
Dan
Dan Magaha · COO · GameSalad, Inc · danm@gamesalad.com
Comments
Am I allowed to say "!@#$% yes?" on this forum?
Edit: Apparently not. But man that's awesome! No more having to make separate constrained hitboxes for my weirdly shaped actors!
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Awesome!!!!!
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Wow! Awesome work guys!
****!
That's great news! Awesome work guys!
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My bro and I were just discussing how to creatively get around collisions for our next game... problem solved!
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Wow, step out of the kitchen for a quick stretch and all kinds of good **** happens!
nice work guys!!
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@CodeWizard Thank u so much for your hardwork .
Thanks A lot GS team!! You've just prolonged my membership A lot more!! I had a feeling that we're gonna get some amazing presents in halloween and christmas
Very nice!
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Awesome! This is great news on both fronts, but also an update itself is also awesome! Really looking forward to getting my hands on this!
I can live with Creator being a bit slow for polygonal collisions!
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Fantastic!
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Great news to see first thing in the AM, awesome!!!
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Woah!!
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nice news to wake up to!
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Will there be any real limit on vertexes? Do they place much strain on the engine? I intend to start adding them to a very busy game as soon as they're available, but looks like some of the actors will need 50-100 vertexes to be "right".
Can't wait to get this going! SO MANY ACTORS TO ADD IT TO!
I'm actually a little worried how excited I am about this.
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I can no longer say GS doesn't look at feature requests. I never thought I would see the day.
Keep this up and GS has a real fighting chance.
Let's go! You guys just keep getting better!
Epic! good to see gs team working hard!
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This is just the best news.
that physics body editor looks awesome!
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Technically, there is no limit to the vertexes. However, yes, the more vertexes you have, the more strain it will put on the engine, that's just the nature of the beast.
I'll be writing up a full description of how to set up the vertex data and get it into your game later today.
Any idea on when we'll be able to get our hands on this?
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I noticed on that page they mention 'joints' as well. I wonder is that actual joints or something just related to collisions?
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No more "Hey, I crashed but I swear I didn't hit anything!" Thanks!
I'll be putting it to the test for sure then! There's not a... recommended limit, I guess, then?
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