Showing results for on doc.photonengine.com
...Agent
Gameplay representation of a player. An Agent has multiple states:
- Alive;
- Respawning;
- Invulnerable;
Gameplay representation of a player. An Agent has multiple states:
- Alive;
- Respawning;
- Invulnerable;
...Up * player->JumpForce);
}
}
}
It is also possible to skip processors functionality completely and simply set the velocity using kcc->SetKinematicVelocity();
}
}
}
It is also possible to skip processors functionality completely and simply set the velocity using kcc->SetKinematicVelocity();
...Movement and Camera
Attach a camera to the player, player movement, jumping, handling button presses.
A working version of the game created in the...
Attach a camera to the player, player movement, jumping, handling button presses.
A working version of the game created in the...
...They can be useful for creating complex character movement or enviroment interactions like bridges that respond to player movement.
Distance Joints
A Distance Joint...
Distance Joints
A Distance Joint...
...They can be useful for creating complex character movement or enviroment interactions like bridges that respond to player movement.
Distance Joints
A Distance Joint...
Distance Joints
A Distance Joint...
Debugging
Player/camera movement is a core element of almost every game and its quality significantly impacts the overall gaming experience.
Most of the...
Player/camera movement is a core element of almost every game and its quality significantly impacts the overall gaming experience.
Most of the...
Razor Madness
Overview
The Fusion Razor Madness sample is a tick based platformer racing game for 8+ players. The smooth and precise player movement...
Overview
The Fusion Razor Madness sample is a tick based platformer racing game for 8+ players. The smooth and precise player movement...
Razor Madness
Overview
The Fusion Razor Madness sample is a tick based platformer racing game for 8+ players. The smooth and precise player movement...
Overview
The Fusion Razor Madness sample is a tick based platformer racing game for 8+ players. The smooth and precise player movement...
...To display a fluid movement on other clients a minimum of about
10 events per second is required. Clients, which are connected to a...
10 events per second is required. Clients, which are connected to a...
...In the next chapter we will bring the player to life by implementing player movement.
Next Shared Mode Basics 3 - Movement and Camera
Back...
Next Shared Mode Basics 3 - Movement and Camera
Back...