• Pragma - A 3D multiplayer sandbox engine with Lua-integration, based on Vulkan and bullet physics
    379 replies, posted
[QUOTE=Silverlan;52311088]No, this has nothing to do with the source engine (Aside from the fact that my engine supports some of source's file formats). I wrote the engine from scratch, no code from source was used.[/QUOTE] Yeah I read that, I only said it that way because it's a pretty similar concept of "X but without the old engine's limitations". What I mean is it's purpose to basically do what Gmod does without Source's limits (seeing as that seems to be it's main appeal).
[T]http://sciolyte.com/sharex/2017-06-08_17-29-23.gif[/T] Missing models, materials and sounds are now automatically looked up in .vpk-files of installed source games, extracted, converted and/or copied automatically. Also works with .bsa and .ba2 archives from fallout and elder scroll games (still work in progress): [T]http://sciolyte.com/sharex/2017-06-08_20-14-41.gif[/T]
[QUOTE=Silverlan;52327605][T]http://sciolyte.com/sharex/2017-06-08_17-29-23.gif[/T] Missing models, materials and sounds are now automatically looked up in .vpk-files of installed source games, extracted, converted and/or copied automatically. Also works with .bsa and .ba2 archives from fallout and elder scroll games (still work in progress): [T]http://sciolyte.com/sharex/2017-06-08_20-14-41.gif[/T][/QUOTE] You are incredible. Much love friend!
My friends and I actually really tried to give it a go today, but it crashed a lot, we couldn't keep it stable for like over 10 minutes without standing still and doing nothing, and instantly crashes whenever a third person joins the game.
[QUOTE=RileyGuy1000;52335541]My friends and I actually really tried to give it a go today, but it crashed a lot, we couldn't keep it stable for like over 10 minutes without standing still and doing nothing, and instantly crashes whenever a third person joins the game.[/QUOTE] Hm.. I'll need more information than that, can you [URL=http://steamcommunity.com/id/silverlan/]add me[/URL] on steam?
I've added support for ZeroBrane Studio, which is a Lua IDE with debugging support: [video]https://youtu.be/ei8TRkW83Sc[/video] Video turned out a little squashed, I'll record a proper one soon. You can basically add break points to your code and execute it step-by-step, I haven't played around with it much, but it looks promising. [EDITLINE]-[/EDITLINE] I've recorded a proper video now which should depict it a little better: [video]https://youtu.be/pm73zJIQwUo[/video]
Made some more improvements on the porting system for source models, ragdoll physics are now ported properly, and I've made some general improvements on ragdoll stability: [video]https://youtu.be/PAag7I_qmac[/video] [T]http://sciolyte.com/sharex/pragma_2017-06-18_11-46-39.png[/T] All you have to do is set the model, and the engine ports everything automatically. As far as I can tell it works with almost all source models now (Haven't found any problematic ones). Still have to tweak some minor things such as phong values though (Breen's suit is a tad too shiny...).
[video]https://youtu.be/vJphoc62EH8[/video] Long video, just skip to around ~11 minutes in to see some results (Skip from minute to minute if you don't want to watch all of it). It's mostly just a demonstration for the live coding and the debugger. [sp]That thumbnail though.[/sp] :v:
Why name change?
[QUOTE=WhyNott;52389268]Why name change?[/QUOTE] I didn't like the old one, wanted to change it for some time now. Besides, I've never seen anyone spell it correctly...
[QUOTE=Silverlan;52389276]I didn't like the old one, wanted to change it for some time now. Besides, I've never seen anyone spell it correctly...[/QUOTE] sciolyte, seems easy? maybe it's because I'm german too :v:
A very pragmatic solution
Pragma doesn't sound as cool like Sciolyte.
Added bone-scaling support: [T]http://sciolyte.com/sharex/2017-06-23_12-46-32.gif[/T] Also forgot to mention that I've added HRTF-support when I revamped the sound system a short while ago. The effect is subtle, but makes quite a difference if you have headphones. Here's a comparison of regular surround sound and surround sound with HRTF in CS: GO: [url]https://youtu.be/4BltHXngvlk[/url] It's especially noticable if the sound is coming from somewhere above or below your position. Here's the full recent changelog: [CODE]Pragma ChangeLog Version 0.3.0 23 June 2017 - Renamed Entity bone methods - Entity:GetLocalBoneTransform and Entity:GetGlobalBoneTransform now return bone scale as well - Updated openvr library 22 June 2017 - Added Frame:SetBoneScale, Frame:GetBoneScale, Animation:LookupBone, Animation:SetBoneList, Animation:AddBoneId, Model:GetAnimationNames and Model:LookupAnimation - Model:GetAnimations now returns animation objects instead of animation names 21 June 2017 - Added Entity:SetBoneScale and Entity:GetBoneScale - Added launch parameter "-verbose" - Fixed entities sometimes not cleaning themselves up properly - Fixed TraceData:SetSource not working with physics shapes - Fixed players being able to uncrouch through walls 20 June 2017 - Fixed crash when removing func_water entities 19 June 2017 - Renamed engine to "Pragma" - Models ported from source engine are now ported with ragdoll physics - Fixed potential networking issues - Fixed sounds starting to overwrite each other after a while - Fixed sound engine using incorrect speed of sound - Fixed bullets going through NPCs and players Version 0.2.22 18 June 2017 - Added CollisionMesh:Centralize and Entity:IsRagdoll - Added console command "CMD_list_maps" - Fixed ragdoll jittering 17 June 2017 - Added Model:GetAnimationName, Model:SetHitboxGroup, Model:SetHitboxBounds and Model:RemoveHitbox - Models ported from source engine are now ported with pose parameters and autoplay gestures - Ported models from source engine now convert pose parameters and autoplay gestures - Fixed various issues when porting models from source engine - Fixed Entity:EmitSound interpreting parameters incorrectly - Fixed Entity:CreateSound and Entity:EmitSound playing sounds very quietly when called clientside - Playing unprecached sounds now automatically precaches them 16 June 2017 - Added Model:GetLODCount, Model:GetLODData, Model:GetLOD, Model:TranslateLODMeshes, Animation:RemoveEvent, Animation:SetEventData, Animation:SetEventType, Animation:SetEventArgs and string.join - Added new overload for util.is_valid - WIDropDownMenu is now derived from WITextEntry - Changed signature for "CalcMovementSpeed" NPC hook - Fixed animation movement blending with negative axis motion not working properly 15 June 2017 - Added additional mounting capabilities for source games - Added various improvements for porting source engine models and materials - Fixed issue with source material and texture files sometimes not being loaded correctly - Fixed EulerAngles:ToMatrix returning an incorrect result - Fixed incorrect normals when porting models from source engine 13 June 2017 - Added support for ZeroBrane Studio - Added launch parameter "-luaext" - Added console command "sh_lua_remote_debugging" Version 0.2.21 11 June 2017 - Added Model:SetAttachmentData 10 June 2017 - Added Model:AddAttachment, Model:LookupBone, Model:RemoveAttachment and Skeleton:LookupBone - Missing models, materials and sounds are now automatically extracted and converted from installed source games (as well as fallout and elder scroll games) 07 June 2017 - Added console command "sh_mount_external_game_resources" 03 June 2017 - Added Model:Merge - Added Model.FMERGE and Model.FUPDATE flags - Changed overloads for Model:Update, ModelMesh:Update, ModelSubMesh:Update and CollisionMesh:Update 02 June 2017 - Added Animation.Create and Frame.Create 01 June 2017 - Added BaseCharacter:GetWeaponCount - Added new overload for BaseCharacter:DeployWeapon, BaseCharacter:RemoveWeapon and BaseCharacter:DropWeapon - Moved Player:GetAmmoCount to BaseCharacter:GetAmmoCount, Player:SetAmmoCount to BaseCharacter:SetAmmoCount, Player:AddAmmo to BaseCharacter:AddAmmo and Player:RemoveAmmo to BaseCharacter:RemoveAmmo 31 May 2017 - Changed overloads for "OnCharEvent" GUI callback, "CharCallback" GUI hook and WIElement:InjectCharInput 29 May 2017 - Added entity callback and hook "OnScaleChanged" - Added Model:SetMaterial - Added new overload for engine.create_material - Removed engine.render_scene 28 May 2017 - Added WIElement:InjectMouseMoveInput and VKCommandBuffer:BlitImage - Added new overloads for WIElement:InjectMouseInput and WIElement:InjectKeyboardInput 25 May 2017 - Added ALSound:IsStopped, ALSound:GetRoomRolloffFactor, ALSound:SetRoomRolloffFactor, ALSound:GetOuterConeGainHF, ALSound:SetOuterConeGainHF, ALSound:SetOrientation, ALSound:GetOrientation, ALSound:SetDopplerFactor, ALSound:GetDopplerFactor, ALSound:SetLeftStereoAngle, ALSound:GetLeftStereoAngle, ALSound:SetRightStereoAngle, ALSound:GetRightStereoAngle, ALSound:SetAirAbsorptionFactor, ALSound:GetAirAbsorptionFactor, ALSound:SetGainAuto, ALSound:GetGainAuto, ALSound:SetDirectFilter, ALSound:GetDirectFilter, ALSound:AddEffect, ALSound:RemoveEffect, ALSound:SetEffectParameters, ALSound:SetGainRange, ALSound:GetGainRange, ALSound:SetDistanceRange, ALSound:GetDistanceRange, ALSound:SetConeAngles, ALSound:GetConeAngles, ALSound:GetOuterConeGains, ALSound:SetStereoAngles, ALSound:GetStereoAngles, ALSound:SetOuterConeGains, ALSound:GetDirectGainHFAuto, ALSound:GetSendGainAuto, ALSound:GetSendGainHFAuto, ALSound:SetEffectGain, ALSound:GetRolloffFactors, ALSound:SetRolloffFactors, ALSound:GetFrameLength, ALSound:SetFrameOffset, ALSound:GetFrameOffset, ALSound:GetInverseFrequency, ALSound:GetChannelConfigName, ALSound:GetSampleTypeName, ALSound:IsMono, ALSound:IsStereo, ALSound:GetFrequency, ALSound:GetChannelConfig, ALSound:GetSampleType, ALSound:GetLength, ALSound:GetLoopFramePoints, ALSound:GetLoopTimePoints, sound.is_supported, sound.get_doppler_factor, sound.set_doppler_factor, sound.get_speed_of_sound, sound.set_speed_of_sound, sound.get_device_name, sound.add_global_effect, sound.remove_global_effect, sound.set_global_effect_parameters, sound.register_aux_effect and sound.get_aux_effect - Renamed ALSound:SetRelativeToListener to ALSound:SetRelative, ALSound:IsRelativeToListener to ALSound:IsRelative, ALSound:GetConeInnerAngle to ALSound:GetInnerConeAngle, ALSound:SetConeInnerAngle to ALSound:SetInnerConeAngle, ALSound:GetConeOuterAngle to ALSound:GetOuterConeAngle, ALSound:SetConeOuterAngle to ALSound:SetOuterConeAngle, ALSound:GetConeOuterGain to ALSound:GetOuterConeGain, ALSound:SetConeOuterGain to ALSound:SetOuterConeGain, ALSound:SetSecOffset to ALSound:SetTimeOffset and ALSound:GetSecOffset to ALSound:GetTimeOffset - Added enums "sound.CHANNEL_CONFIG", "sound.SAMPLE_TYPE", "sound.FCREATE" and "sound.FGLOBAL_EFFECT" - Added classes "ALEffect", ALEfxEaxReverbProperties", "ALEfxChorusProperties", "ALEfxDistortionProperties", "ALEfxEchoProperties", "ALEfxFlangerProperties", "ALEfxFrequencyShifterProperties", "ALEfxVocalMorpherProperties", "ALEfxPitchShifterProperties", "ALEfxRingModulatorProperties", "ALEfxAutoWahProperties", "ALEfxCompressor" and "ALEfxEqualizer" - Changed parameters for sound.create, sound.play, Entity:CreateSound and Entity:PlaySound - Removed class "DSPEffect" - Removed sound.create_dsp_effect and sound.get_dsp_effect 24 May 2017 - Added support for MP3-, FLAC- and Opus-sounds, as well as various other formats 23 May 2017 - Added ALSound:GetWorldPos 22 May 2017 - Added console commands "debug_audio_aux_effect" and "debug_audio_sounds" 21 May 2017 - Reworked audio system - Added HRTF audio and audio streaming - Added console commands "cl_audio_hrtf_enabled" and "cl_audio_streaming_enabled" Version 0.2.20 17 May 2017 - Added geometry.calc_rotation_between_planes and geometry.triangulate_point_cloud 13 May 2017 - Added Entity:Save, Entity:Load, Entity:Copy, Model:SetBaseMeshGroupIds, Model:AddBaseMeshGroupId, Model:ClearMeshGroups, Model:RemoveMeshGroup, Model:ClearBaseMeshGroupIds, Model:AddTextureGroup and Model:ClearCollisionMeshes - Renamed Model:GetBaseMeshIds to Model:GetBaseMeshGroupIds 12 May 2017 - Added input.set_cursor_pos, intersect.aabb_with_plane, intersect.obb_with_plane, intersect.sphere_with_plane, ModelSubMesh:ClipAgainstPlane, CollisionMesh:ClipAgainstPlane and Model:ClipAgainstPlane - Added game callbacks "PreGUIDraw" and "PostGUIDraw" 11 May 2017 - Added PhysRigidBody:SetLinearFactor, PhysRigidBody:GetLinearFactor, PhysRigidBody:SetAngularFactor, PhysRigidBody:GetAngularFactor, PhysCollisionObj:SetAngles, PhysCollisionObj:GetAngles and geometry.calc_barycentric_coordinates 08 May 2017 - Removed "fogcontroller" library - Moved "fogcontroller" functions to "WorldEnvironment" class - Moved "Type" enums from "fogcontroller" library to "WorldEnvironment" class - If the game attempted to load a missing model, and a hl2-model exists at the search path with the same name, it will now be automatically converted and loaded - Fixed fog not working 07 May 2017 - Added console command "debug_ssao" - Implemented screen space ambient occlusion 06 May 2017 - Added console commands "debug_render_position_buffer" and "debug_render_normal_buffer" 05 May 2017 - Added FuncWater:CalcLineSurfaceIntersection and FuncWater:GetWaterPlane - Added enums "COLLISIONMASK_WATER" and "COLLISIONMASK_WATER_SURFACE" 04 May 2017 - Added console commands "sv_water_surface_simulation_edge_iteration_count", "sv_water_surface_simulation_shared" and "cl_render_reflection_quality" 03 May 2017 - Added console commands "cl_water_surface_simulation_spacing", "cl_water_surface_simulation_enable_gpu_acceleration" and "cl_water_surface_simulation_edge_iteration_count" 01 May 2017 - Moved "game.LIGHT_SHADOW_TYPE" enums to "Light" class - Renamed input.get_joystick_axes to input.get_controller_axes and input.get_joystick_buttons to input.get_controller_buttons - Renamed "input.JOYSTICK" enums to "input.CONTROLLER" 27 April 2017 - Added Vector:OuterProduct, Mat3:CalcEigenValues, CollisionMesh:GetTriangles, matrix.calc_covariance_matrix, vector.calc_best_fitting_plane, vector.calc_average and intersect.line_with_triangle - Added class "ComplexNumber" - Added missing vector multiplication operators for matrices - Renamed intersect.vector_with_aabb to intersect.point_in_aabb 26 April 2017 - Added FuncWater:GetStiffness, FuncWater:SetStiffness, FuncWater:GetPropagation, FuncWater:SetPropagation, FuncWater:GetWaterVelocity, FuncWater:SetWaterVelocity, FuncWater:GetDensity, FuncWater:SetDensity, FuncWater:GetLinearDragCoefficient, FuncWater:SetLinearDragCoefficient, FuncWater:GetTorqueDragCoefficient, FuncWater:SetTorqueDragCoefficient and Vector:ProjectToPlane - Fixed crash when entering very long strings into the console 25 April 2017 - Added Entity:IsFullySubmerged, PhysCollisionObj:Spawn, PhysCollisionObj:SetCollisionFilterGroup, PhysCollisionObj:GetCollisionFilterGroup, PhysCollisionObj:SetCollisionFilterMask and PhysCollisionObj:GetCollisionFilterMask - Added classes "PhysHeightfield" and "FuncWater" - Fixed odd gravity for players while in trigger entities - Fixed missing method ModelSubMesh:GetVkMesh - Implemented water buoyancy physics 24 April 2017 - Updated model format to version 10 - Fixed model compiler sometimes not generating correct collision geometry 23 April 2017 - Added classed "WorldEnvironment" and "Light" - Added ShaderTexturedBase3D:BindScene, Scene:BeginDraw, Scene:UpdateBuffers, Scene:GetWorldEnvironment, Scene:SetWorldEnvironment, Scene:ClearWorldEnvironment, Scene:GetTexture, Scene:GetDepthTexture, Scene:GetRenderTarget, Scene:BeginRenderPass, Scene:EndRenderPass, Scene:Present, Scene:SetLights, game.get_lights, game.create_directional_light, game.create_point_light and game.create_spot_light - Added "game.LIGHT_SHADOW_TYPE" enums and "BaseShaderTextured.PUSH_CONSTANT_USER_DATA_OFFSET" enum - Added lighting effect preview to model viewer 22 April 2017 - Added Entity:IsInWater, geometry.calc_volume_of_triangle, geometry.calc_volume_of_polyhedron and geometry.calc_center_of_mass - Fixed timescale not affecting linear and torque forces correctly 21 April 2017 - Added water bullet impact effects - Added physenv.create_heightfield_terrain_shape, Entity:IsSubmerged and Entity:GetSubmergedFraction - Added game callbacks "PrePhysicsSimulate" and "PostPhysicsSimulate" 20 April 2017 - Added console command "debug_light_water" - Added func_water entity - Implemented water effects 19 April 2017 - Removed ShaderTexturedBase3D:BindCameraDescriptorSet 17 April 2017 - Added game.get_render_clip_plane and game.set_render_clip_plane 16 April 2017 - Added Entity:DetachParticleSystem, ParticleSystem:GetIntensity and ParticleSystem:SetIntensity - Added new overload for util.create_muzzle_flash - Removed game callback "OnControllerInput" - Fixed some lighting issues with particle effects[/CODE]
I've been reworking some parts of the addon system over the last week: [video]https://youtu.be/rN84vp6NDxs[/video] • Addons can be downloaded and mounted during runtime • Addon updates are downloaded automatically when available • Only changed/added files are downloaded, so you don't have to re-download the entire addon every time there's an update • Downloads can be suspended and resumed later • All files are compressed • Lua-files are automatically pre-compiled and stripped of debug information Just need to give it the final touches.
Are there any specific requirements to running pragma? As i can't seem to get it launching with my system.
[QUOTE=Azalia;52426494]Are there any specific requirements to running pragma? As i can't seem to get it launching with my system.[/QUOTE] I've published an update today which should fix a few crash instances, can you give that a try? If that doesn't work, try updating your graphics drivers. Other than that, I can't really say without more information (Any error messages? Crashdump?).
Im guessing "An error has occurred when trying to initialize Vulkan: ErrorInitializationFailed" means my gpu can't handle it?
[QUOTE=Azalia;52437497]Im guessing "An error has occurred when trying to initialize Vulkan: ErrorInitializationFailed" means my gpu can't handle it?[/QUOTE] No, if you got to that part your GPU should be fine. What's your GPU model? Can you [URL=http://steamcommunity.com/id/silverlan]add me on steam[/URL]?
Quick question, how much space does Pragma currently need? I might try it out, but need to make some more space.
[QUOTE=McDoomington;52446519]Quick question, how much space does Pragma currently need? I might try it out, but need to make some more space.[/QUOTE] It's about 1.32 GiB. Anyway, not much new to show off, I've mostly been working on some bug-fixes and I'm updating all of my addons from the modding hub to the latest version with the new addon system. Not entirely sure what I'll be working on next, I might just create some more example NPCs. Here's the latest changelog: [CODE]Pragma ChangeLog Version 0.3.1 08 July 2017 - Added Animation:SetBoneWeight, Animation:GetBoneWeight and Animation:GetBoneWeights - Layered animations can now override base bone transforms - Fixed view particles lagging behind by 1 frame - Fixed view models not being rendered if occlusion culling is set to octree - Fixed occasional issues with animations imported from source models - Removed map "fork" 07 July 2017 - Added Material:GetDataBlock - Added material parameters "phong_diffuse_alpha" and "phong_normal_alpha" - Added sprite parameter "black_to_alpha" - Added missing gmod archives for mounting system - Fixed physics issues for ported models from source engine - Class "DataBlock" is now shared instead of clientside only 06 July 2017 - Added Weapon:SetViewModelOffset, Weapon:GetViewModelOffset, Weapon:SetViewFOV, Weapon:GetViewFOV, Animation:SetFadeInTime and Animation:SetFadeOutTime - Changed overloads for Entity:FireBullets - Fixed crash on some GPUs when a weapon shell is ejected - Fixed several shader crash instances - Fixed "HandleViewModelAnimationEvent" weapon callback not working 05 July 2017 - Added new overloads for Entity:AddAnimationEvent - Fixed various shader crash issues on some GPUs - Improved Lua error handling 04 July 2017 - File write-operations can now only be performed by Lua-scripts inside addons, and files can only be written within that addon - Moved all functions and enums from "cvar" library to "console" library - Moved "engine.create_light", "engine.remove_lights", "engine.create_sprite", "engine.precache_model", "engine.create_material", "engine.create_particle_system", "engine.precache_particle_system", "engine.save_particle_system", "engine.precache_material", "engine.create_texture", "engine.load_sound_scripts" and "engine.load_material" to "game" library - Removed "cvar" library 03 July 2017 - Moved classes into appropriate libraries - Renamed "physenv" library to "phys" - Moved "game.raycast", "game.sweep" and "game.overlap" to "phys" library 02 July 2017 - Added function "game.is_game_mode_initialized" - Addons can now be mounted during runtime - Revamped addon system - Fixed file reading from archive files sometimes skipping last byte - Fixed crash issue on some Nvidia GPUs - Fixed lua_compile not stripping debug information Version 0.3.0 25 June 2017 - Fixed various issues with Nvidia GPUs 24 June 2017 - Added Scene:GetLightSources, Scene:CullLightSources, Scene:GetCulledLightSources, vulkan.get_swapchain_buffer_count and vulkan.get_swapchain_image_index - Fixed scenes using all light sources instead of just the ones assigned to them - Renamed Scene:SetLights to Scene:SetLightSources - Updated Vulkan to version 1.0.51.0 [/CODE] [EDITLINE]-[/EDITLINE] Just tested the model loader with models from black mesa, looks like that works as well (Mostly, bullsquid's eye textures seem to have some trouble): [T]http://sciolyte.com/sharex/pragma_2017-07-08_23-03-46.png[/T] [T]http://sciolyte.com/sharex/pragma_2017-07-08_23-07-45.png[/T] [T]http://sciolyte.com/sharex/pragma_2017-07-08_23-08-48.png[/T]
Would you mind adding UNICODE name support? Currently it will eat characters instead of error represent or attempting to display, and does not interface with IMEs properly.
[QUOTE=YOMIURA;52491672]Would you mind adding UNICODE name support? Currently it will eat characters instead of error represent or attempting to display, and does not interface with IMEs properly.[/QUOTE] I've just published an update which should fix extended ASCII characters not being displayed. Beyond that I can't really do much since the fonts I'm using don't have unicode characters. (I don't think there are many free fonts with a full unicode character set.) I'll keep an eye out for a new font to use with a full unicode set. Anyway, to anyone who hasn't seen it yet, I've created a new thread in the "Videos And Flash Movies" sub-forum where I'll be posting update news from now on: [url]https://facepunch.com/showthread.php?t=1572105[/url] I'll keep using this thread for anything programming-related.
[QUOTE=Kiwi;52492432]Seem to be crashing on load(literally hit new game typed in server name and chose upstate highway and tried to load it). [url]https://chie.club/files/images/st/crashdump_2017-07-22_02-41-07.zip[/url][/QUOTE] Likewise, the crash dump is attached [url]https://drive.google.com/open?id=0Bx6zkRTiTNF2N1NwU1RBdEhkaG8[/url]
This is fantastic, honestly. It's coming along really well.
This seems to be coming along slowly but surely. That is to be expected with but a single person working on it though, this deserves more community support. I'm sure that if more people from the community started helping making this a stable, playable engine, then lots of people would want to play which would then make more people interested in helping, and the cycle continues.
Will it be a closed source forever?
not sure if this has been asked already (rate me dumb if it has), but is this going to remain free? [editline]31st July 2017[/editline] i guess the above post is semi-related, oops
Not sure if this was already answered or not, but one of the greatest issues in Garry's Mod was the inability to parent contraptions properly. Will this be remedied within this engine?
[QUOTE=EgrOnWire;52521746]Will it be a closed source forever?[/QUOTE] [QUOTE=portalcrazy;52524310]not sure if this has been asked already (rate me dumb if it has), but is this going to remain free?[/QUOTE] It's going to remain closed-source and free for the time being. I might make it open-source at some point in the future, but definitely not any time soon. [QUOTE=JoeSkylynx;52526042]Not sure if this was already answered or not, but one of the greatest issues in Garry's Mod was the inability to parent contraptions properly. Will this be remedied within this engine?[/QUOTE] Parenting completely ignores physics, for physics parenting there are several types of constraints (Ball-Socket, hinge, slider, cone-twist and 6-DoF). I'd need a specific example to say whether it would work or not.
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