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Re: Player Physics?
[Re: kopitzki]
#19999
01/08/04 00:43
01/08/04 00:43
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Joined: Sep 2000
Posts: 300 Ohio, USA
vrkaya
Senior Member
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Senior Member
Joined: Sep 2000
Posts: 300
Ohio, USA
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I don't have an example because, right now, I don't think it's possible - but here's what I think player physics might look like.
Use the example of your standard shooter. Imagine you are creeping through a room when suddenly you hear an explosion and then your body (and viewpoint) are slammed to the left, striking the wall and coming to a sudden stop. If player physics were possible I could see them used in this way to react to a force (e.g. bullet, weapon) striking the player. A 2nd example is if you're shot in the right shoulder from in front, and then the player and viewpoint spin to the right and fall back some.
You can see the ragdoll example in the Newton Game Physics exhibiting this type of behavior, but right now, the ragdoll is not the player. Basically, though, the player's body would react realistically to outside forces.
The only possibility I see now is a method of propelling the player with an impulse instead of the current technique of using movements.
Ron
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Re: Player Physics?
[Re: muyoyo]
#20001
01/08/04 07:38
01/08/04 07:38
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
Senior Expert
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Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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In my project, everything is physical, players included. Here, the player arrows control the magnitude and direction of a skill named net_force_x, net_force_y, and net_force_z. These skills are then processed by an while/wait update routine that applied a phent_addlocalforce in accordance to the player intentions. I use a multiple combination of simultanous forces for stablity instead of just one force on the players center. Furhtermore, I had to make sure that my forces where PULLING (ie applied in front of the entity) instead of PUSHING (applied from behind) in order to increase biped stability. At low speeds and accelerations (around 500 quants/s and 50 quants/s/s), this configuration and the player movement is stable. Any higher and he becomes unstable.
It's pretty nice to have player collision controlled by the PE. It looks damn tight and when you slam into a bunch of static looking barrels, they, being physical too, respond in kind.
IMHO therefore, while the current PE is not optimal for bipeds, it can be done and it looks damn slick!
I think your problems may also have to do with registering and unregestering physical entities. I too have had (unrelated?) problems with the physics engine focusing on the registering of physics ents.
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