
That's work in progress. Stable rope physics is nothing you just come up with just like that.

I realize this is an old thread, but I'm just curious how all the ideas for rope usage are coming along? Any news for future versions?

The most recent code is in my experimental repository here:
http://git.openclonk.org/ck/openclonk.git/shortlog/refs/heads/rope
I last worked on it around Christmas, and it behaves well in most cases, but there are still some pathological cases where it just goes crazy. The major challenge is proper interaction with the landscape (especially around edgy corners) and with objects attached to the rope, since the object movement is independent from the rope execution (could possibly be changed, but would be a major change to how object movement works -- right now the rope code is nicely separate).
http://git.openclonk.org/ck/openclonk.git/shortlog/refs/heads/rope
I last worked on it around Christmas, and it behaves well in most cases, but there are still some pathological cases where it just goes crazy. The major challenge is proper interaction with the landscape (especially around edgy corners) and with objects attached to the rope, since the object movement is independent from the rope execution (could possibly be changed, but would be a major change to how object movement works -- right now the rope code is nicely separate).

>right now the rope code is nicely separate).
Have in mind that something like that is exactly what had never been possible in script before, so if it helps and simplifies the code, it shouldn't be a hold-back imo
It certainly would be everything but a simplification. The point is that it might improve the interaction between ropes and objects if properly done. Right now I have no idea how it would have to look like exactly, though, so some thought would need to go into it before.

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