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This week, FLYING BOXES!

We spent some time getting boxes to launch out of the walls at just the right angle. By default, objects were spawning from the wall similar to if they were thrown at it – keeping their parallel momentum. Unreal has a neat feature that captures data about the impact surface – we were able to calculate a perpendicular using that:

Perpendicular Launch Angles!

From there, we started working on spawning TONS of objects out of the portal. That leads to the CPU-melting snakes featured in the header. Note that we’re already having exciting results – you can ride the boxes up!