Genocide Engine Adventures: Accurate hitboxes and gibbing test!

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I've been working on a completely new BaseNPC class. This one is a lot more involved as I have to export individual pieces off a model and stick them onto an invisible skeleton. You also have to export separate hitbox models to go with the collision detection.
While it is tedious exporting pieces this way, this allows me being able to recycle some pieces like hands and whatnot, as well as having additional hats + sunglasses etc.
.... and perhaps big head mode??? šŸ˜³
But yeah this is an extremely early proof of concept for dismemberments!

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Tags:
openb3d
blitzmax
coding
engine
first person shooter
fps
doom
markcwm
scripting
programming
bmx-ng
genocide engine
game engine
openb3dmax
baseball bat
blender
modeling
bforartists



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