Hey all,
I've searched, searched and did more searching and I can't find any good tutorials or articles explaining in-depth how the physbox works. When I mean in-depth, I don't mean a complete historical background or anything...just looking for a great explanation of it, how it works, and how it ties in with the surroundings.
I did a tutorial yesterday and even though it worked the first time through, I can't seem to figure out how or why the platform needs to be a physbox. I'm sure it HAS to be, but I'm looking for the why it has to be.
I'd like to do something somewhat similar to what we all saw in the E3 video, when the player went into that huge room, shot the shelf out that had all those barrels on it, and they all fell down, rattling through the poles sticking out of the wall. Whenever I tried setting the shelf as physbox, it ends up on the ground to start the map. Any ideas on that?
Any explaination would be awesome!
Ian
PS...I've already checked the SDK and can't find anything there...
I've searched, searched and did more searching and I can't find any good tutorials or articles explaining in-depth how the physbox works. When I mean in-depth, I don't mean a complete historical background or anything...just looking for a great explanation of it, how it works, and how it ties in with the surroundings.
I did a tutorial yesterday and even though it worked the first time through, I can't seem to figure out how or why the platform needs to be a physbox. I'm sure it HAS to be, but I'm looking for the why it has to be.
I'd like to do something somewhat similar to what we all saw in the E3 video, when the player went into that huge room, shot the shelf out that had all those barrels on it, and they all fell down, rattling through the poles sticking out of the wall. Whenever I tried setting the shelf as physbox, it ends up on the ground to start the map. Any ideas on that?
Any explaination would be awesome!
Ian
PS...I've already checked the SDK and can't find anything there...