

- #Making a 3d iso with coppercube 5 mac os x#
- #Making a 3d iso with coppercube 5 full#
- #Making a 3d iso with coppercube 5 pro#
- #Making a 3d iso with coppercube 5 trial#
- #Making a 3d iso with coppercube 5 free#
The trouble with the 14 days trial is that I'm afraid 14 day would be not enough to really explore everytihing so I try to collect as much info about the engine as possible before I download the trial so at least I know where to start and have an idea what I can do and what I want to try before the trial start counting.
#Making a 3d iso with coppercube 5 full#
But I think it should be possible with a full physics system in Windows and Mac. What I really ment with the flappy bird is the physics to make object roll, fall, bounce naturally by simply apply physics on the objects.
#Making a 3d iso with coppercube 5 free#
If you are still unsure: Did you notice that there is a free demo available? Directly on the steam store page, just download it and try it out. Take a look into the official forum on to discuss with some other people. People have come up with a lot of interesting games which I personally even didn't know where possible (and I wrote that game engine).

#Making a 3d iso with coppercube 5 pro#
PostCollapse was orinally created using the WebGL target, with a lot of additional JavaScript code, but then, once the game became bigger, was re-written using the C++ code which you get in the pro edition, because of performance improvements (native C++ is much faster than a WebGL website).ĬopperCube is more for 3D games, but I guess it should be possible to create a flappy bird as well in there, somehow. You can enable this one in the publishing settings, and it works for all objects where you add the behavior "moved by physics engine".
#Making a 3d iso with coppercube 5 mac os x#
A real physics engine with physics bodies is only working for Windows and Mac OS X targets, since it needs a lot more performance. Yes,there are two collision/phyics modes available: A simple and fast collision/response system which makes it possible to move through the world, move up stairs, jump, fall down etc, which is available in all targets. Would it be possible to make an Angry Birds like game using phyiscs in this engine? Also the steam page mentionig the physics engine is available for Windows and Mac, so is that mean the physics engine is not available for Web and other platforms? Maybe I was looking at the wrong place but I can't really find any phyiscs related classes to setup physics bodies and behaviours other than setting up collision. If anyone could share some thoughts on this would be nice.įor example the Steam page mentioning it is comes with a buil-in physics engine and I would expect that means we can make staff float, bounce, fly, roll naturally. Something that even if possible require work around that is make it more complicated in this engine than in other engines. Looks a decent and a fairly easy to use tool to make 3D games.īut, I still would like to know in general what limitations the engine might have. The built-in tools to make models, rooms, terrain and vegetaion are also really nice and propably the source of the many low poly models as everyone using the buil-in edtiros to save time. The real power here is that it is relatively easy to add our very own behaviours and actions and this is the point when the easy to use Js classes can be very useful and we can also import some community made ones. It is clear to me the included behaviours and actions does not cover enough to allow us to make many variation of games.

I have also purchased the game Post Collapse only to experience what the engine is capable of in experienced hands. Okay, so I was doing a bit more research, mainly watching youtube videos and reading docs. Is there any limitation worth knowing before purchase? For example could you make a car racing game or a puzzle game, space game a board game, an Angry Bird clone using the stock features of the engine?Īlso, seems like everyone is using low poly models in this engine, is there any problem with perfomance or rendering when we are using more detailed models? So my question is, how much gameplay of Post Collapse can be done using the stock Js classes and how much can be done with using no code but the behaviors and actions in CopperCube? But the developer propably have been using pure Js to achieve all this, may even developed own classes from scratch. By reading the description the game seem to offer decent featureset: procedural level and building generation, crafting, building, day and night cícle, seasons, hunting, farming. I was doing a bit of search to see what kind of games have been made in this engine and the most impressive one that is available in english is Post Collapse. I'm looking for a 3D engine to make WebGL games and the classes in CopperLicht seems to be pretty simple to use and the visual scene editor and behaviors and actions offered in CopperCube sounds great but I'm not too sure how powerful and flexible the engine and the behaviors and actions are as everyone seems to be making FPS and TPS games in this which can be done using only a few built-in actions.
