--- Miriam English <[EMAIL PROTECTED]> wrote:
> If you are interested in using it for games in vnet
> worlds, perhaps 
> triggering the repulsion by actual contact with the
> ball (or closeness 
> within say a meter) might be an interesting way to
> make it respond like a 
> real soccer ball. 

It does this now - the closer you are, the more
effect you have.  You have to be witih 5 meters.
1 meter and 2 meters doesn't quite work because
of some latency factor I haven't figured out yet.

Slow CPUs don't see the ball the same way as Fast
ones - this is hidden by the renderer - try it
out some time :-(

>Of course there is no reason why a
> ball need act like a 
> real ball in VR, and in fact the idea of a new game
> (perhaps called 
> RepelBall?) is interesting itself.
> 

I need to add heading - this way it goes in the
direction you are actually pointing based on
sin or cos or some other such math.


> But if you do want a simulation of a real ball, here
> are 2 more possible 
> ideas you might find interesting: making the initial
> strength of repulsion 
> proportional to the speed of the user, and making
> the ball leap into the 
> air as well when "kicked".
> 

Liked this, i think in the next addition.  I can keep
the y axis purely under my control so that you can
only kick it on the ground and it will have
gravity and bounce.  The only problem is when
it hits someone (right now it will go through
the person :-)



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