Correct collision response is the latest thing in gameplay, and Raz0r doesn’t disappoint in this regard.
Raz0r Feature Overview Physics
Rigidbody Dynamics
Each model that should interact with its environment has a collision primitive assigned to it. These can be simple shapes (fastest to process) or complex geometries (slowest to process, but more accurate). Any of the primitives below can fully interact with any others in the list, including geometry against geometry.
- Box
- Sphere
- Cone
- Cylinder
- Convex Hull
- Concave Triangle Mesh/Geometry
Creation and attachment of these primitives currently has to be
done by the game program, but shortly this facility will be
added to Mung0r so developers can make these assignments
visually, which also allows this workload to be passed back up
to the asset creation team where it really belongs.
Various joints are supported to facilitate compound objects such
as swinging/sliding doors, rope, springs, towing balls, rag-doll
character animation, etc.
Forces and properties modelled per object are as follows:
- Mass
- Linear Momentum
- Angular Momentum
- Drag
- Friction