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Is it convenient to implement a game like Colobot (arcade simulator + robot programming) in the V-REP environment?
Please share your experience on whether the V-REP environment is suitable for the implementation of a Colobot-type game that combines space sim (something like "space settler", "space geologist" or "lunar base simulator") with arcade elements (enemy bots, hunting for meteorites, network battles ), with scripting capabilities for weapons, ship/rover, research droids, and moonbase systems ?
Does V-REP have network facilities to implement a game server?
PS: and of course links to good tatorials on the V-REP itself, what comes with the site - UG however
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I doubt that this is a good idea, although not a V-REP specialist. IMHO, it is obvious that in this product the simulation is too detailed for your idea. To maintain playability, you will have to greatly simplify the world model. Kolobot would be very difficult and rather boring to play if you had to control servos at a low level, use control laws and pid controllers, use plausible sensor emulation and technical vision instead of simply working with a world model through a concise API.
If it's not about the game that you've been waiting for for years, then you still need to somehow formalize the main gameplay and the logic of the game world.
No matter how tempting it is to create a kind of unified game world where people fly planes like in a simulator, shoot from trenches like in a shooter and play chess in the park between bombings, such a world is very difficult to balance, optimize and clean up from the absurdity that is introduced by forced conventions . Such full-fledged simulators, it seems to me, will appear only when we learn how to work at the quark level, and there it is already a field of philosophy and non-obvious nuances arise.
Let's discuss your ideas in some open area. I, too, once dreamed in this vein, and since then I have filled quite a few bumps that you simply do not expect in a fit of enthusiasm and dedication.
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