Used Verlet integration fixed-length constraints to calculate the inverse-kinematics for procedural aiming animation. In human-terms the reach of the arms of the soldier holding a gun can be variable now so that different guns have different handle and stock positions.
Written by MM. Posted at 5:37 am on March 22nd, 2010
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Awesome, I want a Magpul UBR
Nice.
I demand a group of smallest addressable screen elements assembled into representing the aforementioned work!
In human-terms pics pls!
interesting, but when, like im always asking, are you going to put some vehicles or remote-controlled objects in the game ? ( includes mines and turrets n such )
curious: you have to play the game to see, soon.
TLD: isn’t it obvious that I’m making more basic stuff first?
MM: yes that’s obvious. What’s he’s asking is: are you planning to do those things ever? What does the Link-Dead you’re working on now have in common with the original concept?
OH you are too impatient! Seeing new guns in this is enough to keep me hooked!
(although remote C4 would be the Friggin awesome!)
Remote controlled object, mines, c4 and shit will appear in the alpha or beta release. Vehicles (or rather mechs) should appear after LD 1.0 I guess so that ppl have something to wait for.