Summary: Handling inputs, one-shot, retriggered and looping weapon systems, environment and distance layers, bullet impacts, casings and whizzbys
Project: DemoCh09Weapons01 Level: Weapons01
Since this section is advanced, we are going to presume that you are pretty familiar with all the core techniques we have covered so far and are at the stage where you can have a good poke around the demo systems to see how they work and try things out. With this being said, there are no exercises in the following chapters, and we will just give an overview of the principles at work and a general guide to how the systems are operating.
Alongside vehicles, the weapons in your game will require some of the most complex ...