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Future features #14
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Hi @frankieali, |
Hi @fromi. You are not the first to request this. Also here #29. Currently, I just start the dice rolling and let the physics resolve themselves. I don't even know how I would approach this problem. I don't believe AmmoJS, used for physics, is a deterministic engine. This link offers me a clue though https://www.reddit.com/r/gamedev/comments/bq6c5d/deterministic_physics_dice_rolls_in_a_non/ |
Yes, I already studied that: http://a.teall.info/dice/ |
Ok, I took a deep dive into this yesterday. It's not impossible. I added it as an enhancement #47. It'll take some time though. Overall, I think this is a very valuable feature to have and a core requirement for many people who would want to use this library. It'll also open up options for dice parsers. I've always liked the features offered by RPG Dice Roller. |
The sound effects would be awesome and adds a lot to the flavour. |
Would love a way to interact with the dice, for example click on a dice and 'lock' that dice, then re-roll all other dice except for the locked once. So some sort of onClick event listener. |
@MaritFischer Clicking on dice involves importing all the ray tracing capabilities of the 3D library. I chose to leave these features out of the package in order to keep the package size small. It's a lot of overhead. The dice all become static at the end of a roll. Dice can be removed and added individually. I would suggest presenting a UI component that allows the user to lock dice. Then you know what to re-roll. I may come back around to adding raytracing click events in the future. It seems including more features is outweighing package size. |
Idea list for future features
d2
,d14
andd30
used in other systemsonCollision
callback eventThe text was updated successfully, but these errors were encountered: