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Joints 
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Joined: Thu Mar 05, 2015 12:10 pm
Posts: 239
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It could be simple, but complex at the same time. After all, why make a ship with tentacles, if those tentacles don't even move independently? What about snake ships? Imagine what possibilities could occur!

JOINT blocks would have various variables, too.
"RotateLimit" would limit how much it rotates. Not specifying a limit would make it rotate in any direction.
"JointCollision" is a true/false variable that makes it so joints are limited to the shape of the ship.
"StartingDirection" can be set to "1" or "-1" so the "from rest" rotation can only go in one direction.
"Controllable" would be a true/false variable that enables manual controlling of joints using custom-bound keys.
"Rigidity" is a float variable that makes joints rotate less from outside motion, such as the ship's own movement, with "1.00" being maximum.

Hopefully, this isn't way too hard to implement, and this game is lso reaching its 1-year anniversary of release.

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Thu Jan 05, 2017 12:37 pm
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Joined: Thu Jul 07, 2016 6:33 am
Posts: 3
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I would LOVE to see this, the game is physics based so it shouldn't be too hard to implement, the hardest thing I would think would be getting the joints to be controllable.


Sat Apr 01, 2017 1:10 am
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