Jumping Horses

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Jumping Horses

Postby captainmorgan » Sun Feb 25, 2018 10:45 pm

I want to make a horse racecourse with jumps but we need jumping horses, also horses should be able to hop over obstacles like logs.
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Re: Jumping Horses

Postby shubla » Sun Feb 25, 2018 10:49 pm

and obstacles like walls.

I think it would be difficult to decide which objects you could jump over and which not.
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Re: Jumping Horses

Postby viznew » Sun Feb 25, 2018 11:03 pm

lol yes i too wanted and built prob 50% of a horse racing arena horse racing arena forums post when i tried to get more people into it

even if was only logs chould be fun

and if the horse falls from botched jump (say if full speed and fail to jump intime is only time falls other times stops on log) it chould take injury or something mabye

but im always in to help build a horse racing arena
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Re: Jumping Horses

Postby captainmorgan » Mon Feb 26, 2018 12:21 am

Well I imagine each object takes up a certain height in 3D space so it would just be a case of deciding the maximum height in that space a horse could jump at a given speed and that would tell you which objects it would be able to jump over. I think it should be able to jump a trellis and a bush so we can make interesting jumps on our course, and maybe it should be able to jump a tanning tub as a water jump :)
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Re: Jumping Horses

Postby jorb » Thu Mar 01, 2018 12:05 pm

That quickly becomes a quest to implement a full z-dimension. No rush to go down that path.
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Re: Jumping Horses

Postby synaris » Thu Mar 01, 2018 12:13 pm

jorb wrote:That quickly becomes a quest to implement a full z-dimension. No rush to go down that path.


you cant just give objects a numerical value to represent their height and compare that directly against a horses jumping ability?

granted, im not for this idea, but i gotta ask.
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Re: Jumping Horses

Postby jorb » Thu Mar 01, 2018 12:26 pm

Just a myriad of reasons why that becomes very awkward under the present movement paradigm -- changing directions midstream, checking for appropriate landing space, when does the animation start, end, &c&c -- not to mention that it's another data point per object that we need to maintain.

Not something one can just hack in and expect good results.
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