![]() ![]() So it's more like a short range missle weapon. You can't attack targets that are close to you. There is very little about a whip or chain that cant be simulated to a quality needed for a game engine, especially when the camera is 10s of meters above the actor.īear in mind i stress "simulated" complex collisions, elasticity, friction, weight are just not needed. What makes you say that,I dont imagine them being that complex depends how accurate it needs to be but since theres a lot going on with skills and skill runes I dont see it being a challenge to achieve.Its the end result that counts how the weapon looks and feels even if underneath its not totally accurate.|||Quote: Like the throwing knives are a skill.|||Quote: So I wouldn't worry about whips any time soon.Īww I was hoping there would be a flail for the barb like in the steroidally-muscled barbarian concept art - it looks so awesomely badass|||I think the concept of knives/dagger would fit the DH perfectly, he/she can use those for melee.|||IMO any melee that the DH uses should come from a Skill as opposed to actually equipping an item. However, try to make a computer play it, and it's damn near impossibly complex. It's kind of funny ball in a cup (w/ a string on it) is easy enough to figure out for a child to do. For a true 3D engine, whips, flails, or other string like weapons are freaking ridiculously complex.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |