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Thread: The Zipper Ride Reveal

  1. #31
    A little disappointed in the zipper ride...It is just like RCT3's
    All the cars spin in one direction the entire time, no switching directions or freely rocking, just spining the same speed one way...
    But maybe later on they will apply physics and improve it

  2. #32
    Quote Originally Posted by Crazytanker View Post
    A little disappointed in the zipper ride...It is just like RCT3's
    All the cars spin in one direction the entire time, no switching directions or freely rocking, just spining the same speed one way...
    But maybe later on they will apply physics and improve it
    They haven't fixed the physics and speed on a number of flat rides from the start. They're still running in seizure mode.

  3. #33
    The game doesn't have "physics", All they can do is apply an animation that repeats itself. They can't make the cars "react" to the forces of being flung around the hub.

  4. #34
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    Quote Originally Posted by Bitter Jeweler View Post
    The game doesn't have "physics", All they can do is apply an animation that repeats itself. They can't make the cars "react" to the forces of being flung around the hub.
    If they were clever, they would at least base the animation on actual real life physics.
    Even RCT3 managed to pull that off for the most part nearly 15 years ago.

  5. #35
    The zipper is a tough ride to animate convincingly. Even PlanCo's doesn't seem to be physics based, but they did a good job. Then there is Virtual Rides 3, and their's is terrible. They don't even rock very much, and I haven't seen them flip over at all. Which was disappointing, as most of the other rides react to physics as expected.

    It's like the spinning coaster. RCTW's made no attempt at simulating physics, and appears motorized.
    PlanCo's seems physics based, but it's not really. At least not in real time. The animation is the same once built, whether its a full car, just one adult, or one adult/one child. At least it is convincing. Until you look closer and see that it never ever changes.
    Last edited by Bitter Jeweler; 03-20-2017 at 07:58 PM.

  6. #36
    Interesting there are no physics. No wonder. I built Chaos in 3D Max using real physics. I was able to save it as key frame animation, so now it's basically a "recording" (if you will), of a physics-based animation and very convincing. Was going to implement it into No Limits 2 than got sidetracked (and it's more complex to do). Thought about adding it to RCTW via Unity, but so many things are not working right - it's like why. Plus, it would only be animation - no one can actually ride it, so it's even a bigger why.

  7. #37
    Quote Originally Posted by Bitter Jeweler View Post
    The zipper is a tough ride to animate convincingly. Even PlanCo's doesn't seem to be physics based, but they did a good job. Then there is Virtual Rides 3, and their's is terrible. They don't even rock very much, and I haven't seen them flip over at all. Which was disappointing, as most of the other rides react to physics as expected.

    It's like the spinning coaster. RCTW's made no attempt at simulating physics, and appears motorized.
    PlanCo's seems physics based, but it's not really. At least not in real time. The animation is the same once built, whether its a full car, just one adult, or one adult/one child. At least it is convincing. Until you look closer and see that it never ever changes.
    Planet Coasters Zipper is easily the best I've seen for a real time game engine, the lights also.

  8. #38
    Quote Originally Posted by AUS_Twisted View Post
    Planet Coasters Zipper is easily the best I've seen for a real time game engine, the lights also.
    Oh, indeed!

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