There’s a guy who was working on a fan build for alternative to Tribes Ascend that had some really elegant collision stuff going on to address what we called “dead stops”
Mount and Blade 2 Bannerlord’s combat physics are awesome compared to the scale of the battles. Example: on foot, striking with a big hammer, you won’t pass the shield but if you swing from a horse at full speed you will. + modsupport
Exanima, it’s mostly a testing ground for a game the devs want to make around this concept. It’s a good time, and also exactly what I think you’re looking for.
Not to bury the lede, it is a fairly full featured action game, but there’s not really a story element at this stage. store.steampowered.com/app/362490/Exanima/
I also had Exanima in mind.
The story is actually already there, it’s just easy to miss :)
Although I’m guessing once they finish up work on the AI, roles and dialogue system soon, there’ll be more of it.
True, somewhat of a “look for the story and you’ll find it” dark souls vibe. I got the impression from dev logs that the end goal is a more traditional RPG story
I believe that’s more of a goal for Sui Generis. Which is the game they initially begun working on (and still are).
They do have some dialogue with Derrin that gives us some lore, so I’m guessing we’ll get more of that.
Kerbal Space Program. But that's not "action", more like simulation, and, the entire game revolves around accurate, realistic physics, since it models actual space travel. So accurate to the point where you can build and test crazy real world concepts like the machine from that company that wants to put stuff into orbit by spinning it and then flinging it up through the atmosphere at hypersonic speeds.
Plenty. It’s just that it’s not often used because it’s more computationally expensive.
Usually it’s just collision hulls for hitboxes instead of per-face collision. But even if your sword passes right through the enemy, it’s still doing collision detection to identify that it’s passing through the enemy. It’s just that animations are rarely complex enough to account for all the possible ways you could hit an enemy.
Really into Mario and Luigi Brothership, really fun game, trying to get into Bazaar, but man I just can’t get any good builds going, and loving Baluders Gate 3 coop, I’ve made it to act 3 but never finished but it’s fun doing light trolling to the people I’m playing with
I think BeamNG.drive fits your request. I’m not sure how accurate the model is, but it tries to model car crashes and damage based on a bunch of factors.
You might like Overgrowth, it has a very physics-driven combat system.
The reason games don’t do combat with physics is because they tend to be insanely janky and inconsistent. You wouldn’t want to swing your sword and have it get caught in something then die.
There’s Half Sword, which has a demo and playtest on steam. It’s all physics-based medieval combat. Your guy moves kinda like QWOP, and your arms can be controlled individually. You swing your arms with the mouse while holding a click, as it’ll lock onto the nearest enemy when you do, and kinda like in Zomboid you want to hit them with the tip of your weapon using the most momentum possible in the swing.
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