- Joined
- Dec 13, 2022
be lazy and make one model with a set amount of skeleton attachments rather than leaving them separate and uniting them under one physics rule with inheritance, then it's a matter of rolling out how the other cabooses will attach themselves on the main train model but you might need to make a reverse animation for them if you go with different styles or just use one caboose's animations, then reuse the first model to roll out different engine styles and you only need to move the attachments to the new one if that is what you are planning for.I had the idea of a train themed horror game. Thought it might be simple enough. Just have a train that follows a path. Things quickly get confusing when it comes to things like getting train cars to follow correctly (in a way that doesn't break when the train goes backwards). Not even trying to make a simulation of it. Not sure if I should dedicate time to making it work.
or pick the main actor speed in reverse and tweak it with some extra speed for the actor attached to it + extra value per actor attached, that way they won't ragdoll.mp3 when you reverse.
there are many ways to skin a cat.
that is why modern engines have profiling so you don't need to reinvent stuff and check out what is being used that is currently bloating.Tfw reading the documentation but still end up reinventing certain things my own way out of a compulsion to trim the fat
i swear some people forget the profiling tab, is it the impostor syndrome?
always remember that players don't care how you game is made, only that it doesn't blue screen their pc and is fun (for them, not you).
Last edited: