This video shows few new features:
- player which is fully physically simulated, that mean he has limited power and if you try to push body which has large mass that can be difficult. I am not using bullet engine’s player controller, it is useless for me. I don’t know why people use it, writing own player logic based on rigidbody is simpler and works better. You can ask, why you created player approximated by single sphere instead of ragdoll? answer is simple. I want that game will be focused on multiplayer. Synchronizing one body takes less bandwidth than doll( I believe ragdoll synchronization consumes 10 times more bandwidth, there are necessary synchronisations for each body part eg legs, feet, head, hands…)
- real time world destruction – for now it works only for rectangular shapes, algorithm is very simple and I am little ashamed of it, it’s very ineffective(but works:P ) In future it need to be rewritten for custom polygons, it’s not so easy because of concave polygon appearing, so i will need some convex decomposition algorithm.Btw. it’s not like Minecraft destruction which is “fixed”
- level layers, clouds are scrolling slower than main colliding layer
- there are bullets fired by player but they are hard to see on this video( set 480p and fullscreen to better view)