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Games using Obi Ropes
#1
Hi there!

I didn't found a topic but maybe I didn't search correctly!
I thought it will be fun to share our games that use Obi Rope!


Here is our game release last January 29th : 

CAIRN



Available on Steam but also on various PC Stores and PS5

[Image: ?imw=5000&imh=5000&ima=fit&impolicy=Lett...rbox=false]

We use Obi rope for the lifeline of Aava (the main character) with a good old line renderer and for the quickdraw (not visual, only the simulation rebinded on a skined mesh).
We split the rope into several ropes (one rope between each quickdraw)
We use distance field for collision (no mesh collider since it was easy to penetrate and impossible to move out)

Cheers!

Guillaume
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#2
Congrats on making a fantastic game!

I always figured you used obi when the rope looked so good. Nice to get a confirmation! Sonrisa

I'm curious, how did you dealt with the SDF collision on a open-word scale?
Are you generating the SDF runtime or are you like using pre-baked rock blocks?
I'm curious cause I had to go through the exact same problem myself.
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#3
(07-02-2026, 07:47 AM)goosejordan Wrote: Congrats on making a fantastic game!

I always figured you used obi when the rope looked so good. Nice to get a confirmation! Sonrisa

I'm curious, how did you dealt with the SDF collision on a open-word scale?
Are you generating the SDF runtime or are you like using pre-baked rock blocks?
I'm curious cause I had to go through the exact same problem myself.

Thanks!

For the SDF we enable / disable the collider too far from the climber (too far from the rope to be exact).

We are generating the SDF edit time and we have a data base of distance field depending the scales used in the objet.
So for a given object we have a data base of:
- SDF positive +x/+y/+z scale
- SDF -x/y/z scale
- SDF x/-y/z scale
- SDF x/y/-z scale

- SDF -x/-y/z scale
- SDF -x/y/-z scale
- SDF x/-y/-z scale
- SDF all negative -x/-y/-z 
scale

And we affect the correct SDF to the collider edit time (on scale changed)

We had to tweak the code to support negative scale on SDF generation.

+ we had to get rig of the need to have a solver above the gameObject. Since we have a multiple scenes splitting of the world, we have only on solver on the base scene that is always loaded.
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