Sapiens Devlog 5

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Revision as of 16:07, 23 June 2023 by ChillGenXer (talk | contribs) (Created page with "{{DevlogInfobox | episode_number = Devlog #5 | title = World Project Devblog #5 - Bullet Physics | youtube_link = https://youtu.be/xUxas1eZvOg | date_posted = 8/5/2015 | duration = 08:43 | number_of_views = 6,411 as of 2023-06-23 }} == Summary == In this video, Dave Frampton introduces the implementation of the Bullet Physics library into the game. He demonstrates the physics of the game by interacting with large cubes in the game world. He also discusses the challenges...")
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DevLog Infobox
Episode Number: Devlog #5
Title: World Project Devblog #5 - Bullet Physics
YouTube Link: Watch on YouTube
Date Posted: 8/5/2015
Duration: 08:43
Number of Views: 6,411 as of 2023-06-23

Summary

In this video, Dave Frampton introduces the implementation of the Bullet Physics library into the game. He demonstrates the physics of the game by interacting with large cubes in the game world. He also discusses the challenges of implementing physics in a vast world and contemplates potential solutions.

Notable Topics

Bullet Physics Library

The game now uses the Bullet Physics library, which allows for realistic physics interactions in the game world. This includes the ability to interact with objects, such as pushing large cubes.

Physics Challenges

Implementing physics in a vast world presents challenges, such as determining how far to simulate physics from the player's position. Solutions will need to be developed as gameplay is further implemented.

Future Gameplay Mechanics

Dave discusses the potential for future gameplay mechanics, such as deforming the terrain and chopping down trees.

Interactivity

The addition of the Bullet Physics library has increased the interactivity in the game, allowing the player to physically interact with the game world.

Disclaimer

This summary was generated by AI. If you notice an error or correction required, please let us know on the #wiki channel of the discord server or make the edit yourself if you are an editor.