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I’m continuing the experiment, and I added a multi joint assets connection system. I extended my asset manager class by introducing pivot point attributes and new methods that allow interaction between the connected items.
I used Bullet constraints, which seems to be quite unstable especially when chained together, I don’t think it’s the most convenient approach, besides being fairly unstable, it’s also too realistic which could become frustrating in an actual gameplay scenario.
That said, I have to admit the result feels really satisfying to me :slight_smile:
This time I personally designed in Blender the 4 elements of the unreal launcher, very simple joined cubes, since I’m definitely not a 3D artist I really struggled with texturing them, so I did something I didn’t think was possible: I sent a screenshot of Blender’s UV editing view to a free tier web llm and it generated both a color map and a normal map that with a bit of tweaking fit perfectly. I still can’t believe it! Here’s the result

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I fixed the stability issues by temporarily switching rigid body A to kinematic before attaching the constraint , it seems ..

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Guys check out my first project (undone) I’m new to panda3d [Making Minecraft copy]

That’s sooooo cool man how many years of coding do you have?

this is very cool :o do you have a playable demo? would love to try it. I also like how you added apt sound effects to it

Thanks! Only one year with Panda3D, but more than 25 for the rest. I can say that among all the open-source frameworks I have tried Panda3D has the best output ever :star_struck:

Thanks! :slight_smile:
It’s really exciting to know someone is interested in trying the application, it gives me a huge motivational boost! However, I need to shift my mindset a bit toward preparing a public alpha demo. It might be a little too early for a release right now, the project still needs some time to mature and establish a clearer game loop and overall identity, given that it’s a multiplayer physics sandbox, so let’s see where it goes

Last month I did a Win64 build to test remote multiplayer sessions with a friend, and it already includes VoIP voice chat. I’ve introduced quite a few new features, so I should update and test the network packet methods before making a new build.

Cool, ping me if you need help setting up CI/CD :slight_smile:

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Take a look at this, I fixed the stability issues with the constraints, don’t bounce against each other anymore, so potentially they could be used in a gameplay scenario too, if not too many, but I imagine the scalability of the system could be improved with a classic proximity lod system.

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Great! I would recommend giving the impact zone a more natural shape, like a circle. When the target is struck at high speed, a shockwave is generated that displaces material symmetrically from the point of contact, creating a circular crater.
(When the projectile is rounded or pointed) :clap:

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