On 28th of may 2006 ESWC city level competetions were conducted at diginet in Hyderabad. I had no idea that i would be able to participate in this event... but thanks to Ravi (Tiger) i sucessfully made it to the venue and registered. Q4 is the only game i felt where i had any chance of getting through so that is what i registered for. Since i had experience with Q3 it was quite easy for me to pickup :). I thought i would make it to the first place but lost the crucial match with just one frag and hence became the second best at Q4 in hyd. Any way it does not matter coz the top two from each city are sent to the national finals. And each finalist wins a nvidia 7300GS (essentially i won a card for myself) but the downside. i have to go to Delhi to get the card :( not sure if ill ' be able to make it there. Ravi is quite pissed off that im' still in doubt... I want to get that graphics card some how Gr.r.r.
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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