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3d combat #288618
09/07/09 16:21
09/07/09 16:21
Joined: Dec 2008
Posts: 19
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number_one Offline OP
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number_one  Offline OP
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Joined: Dec 2008
Posts: 19
Say I want to have a swordsman swing his sword at another swordsman and I want the damage calculations to be done when the sword actually collides or hits the other party. ie. combat mechanics that try to follow a fighting system that perhaps resemble real-time combat(like Oblivion). How should one go about doing this?

Of course, I could just run off an animation and only do the damage when the animation cycle completes, but I'm thinking that it would be more realistic if I don't do this.

What if I introduce hundreds of such swordsmen... each attacking and fighting each other... What method would you go about doing this? Using bones? How do I detect the collisions given that a hit on any part of the body receives the same damage?

I'm just wondering about how I would handle many many units in a massive game if I were to make one and I am curious as to how to do it, you can drop in some snipplets of code to illustrate.

And had anyone completed, or is working on, a project that involve 3d combat and many troops before?

Re: 3d combat [Re: number_one] #288631
09/07/09 18:11
09/07/09 18:11
Joined: Apr 2009
Posts: 141
dakilla Offline
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dakilla  Offline
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Joined: Apr 2009
Posts: 141
It is very hard to make a game involving hundreds of swordsmen all attacking eachother with a real time fighting system in a massive game with many, many units. Projects like this are usually made by armys of programmers and rich men.
I doubt anyone has single-handedly made a game like that.


One day there will be an unfixable bug,
That day is not today.

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