AAAh.. this is one hell of a tool.. well thats' why it has been bought by google :) I spent couple of hours reading through their site.. reading about the features and what's so special about it.. and tried out the trail version. For the first few minutes.. it was just another 3d modeling tool.. which had different names for the smae commonly used features.. for example pull tool is nothing but the extrusion tool.. any way... after some time i decided to go through the video tutorials that they had on their site. Due to the obvious reasons like the slow internet connection which is quite common at my college... it took hours to download the whole tutorial. I looked at the follow me tool which was really awesome.. unlike the features ive' seen in any other modeling tool. I found it quite difficult to make organic models (models like human beings.. animals.. etc.) But if you are planning to make architectural models... im' sure this is among the best....:) try it out if you find time. It's worth it.
I've always been fascinated with the vehicle physics used in games. I played so many racing games / the hill climb games and every single time i would wonder wow that must be really hard to do. Thanks to the new generation of game development tools, developing physics based games has become almost a second nature to most people. I didn't want to be left out so i gave it a shot.. I tried setting up vehicle physics in GoDot Engine for a 2D vehicle. Here is what the vehicle scene looks like.. 2D vehicle setup in GoDot As you can see the body collision shape is not right but the rest of the stuff just works. The idea is simple think of what parts move along with the body vs what doesn't. I was kinda stuck setting up the pinJoint2D in GoDot, it actually clearly takes two nodes under the properties. This makes sure that the wheels are hinged to the DampingSpring2D. The Damping Spring2D takes two physics bodies(Body and the PinJoint2D) and makes it work like shock ab
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