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4 registered members (AndrewAMD, Grant, TipmyPip, 1 invisible),
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Human Physics
#145596
08/03/07 19:27
08/03/07 19:27
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Joined: Jan 2007
Posts: 110 USA East Coast
KojaK
OP
Member
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OP
Member
Joined: Jan 2007
Posts: 110
USA East Coast
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Does gamestudio support the physics for human limbs so that they flail about such as in F.E.A.R. or Half Life 2?
If so, how?
Lead programmer for Two Screws Loose
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Re: Human Physics
[Re: KojaK]
#145597
08/03/07 21:20
08/03/07 21:20
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Sort of...
it's called ragdoll physics. You can do this, but you have to set it up manually...
basically, get your players bones setup properly. then, recreate the bones using simple shapes representing every bone next, setup these models to match your models bones and make them invisible ingame then add the proper constraints
when your physics models fall, move the model and all of it's bones to match
xXxGuitar511 - Programmer
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Re: Human Physics
[Re: Mondivirtuali]
#145599
08/04/07 07:07
08/04/07 07:07
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Joined: Dec 2005
Posts: 478 India
msl_manni
Senior Member
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Senior Member
Joined: Dec 2005
Posts: 478
India
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Would it be better to have ragdoll always active or only at the time of death or impact. Would like to know different opinions. There should be a basic template and model setup to exoeriment with.
My Specialities Limited.
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Re: Human Physics
[Re: msl_manni]
#145600
08/05/07 01:09
08/05/07 01:09
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Maybe I'll setup an example with Newton oneday, but for now I'm busy with a project.
I recommend you only use it when it's needed (death)...
xXxGuitar511 - Programmer
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Re: Human Physics
[Re: xXxGuitar511]
#145601
08/05/07 10:39
08/05/07 10:39
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Joined: Dec 2005
Posts: 478 India
msl_manni
Senior Member
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Senior Member
Joined: Dec 2005
Posts: 478
India
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I thought that you were not happy by Newton, being very slow to load level and sunch. Can you set-up an example with A6 physics.
My Specialities Limited.
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Re: Human Physics
[Re: msl_manni]
#145602
08/05/07 21:34
08/05/07 21:34
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Newtons only gave me problems with loading large levels using blocks.
Model levels don't take as long to load...
xXxGuitar511 - Programmer
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Re: Human Physics
[Re: xXxGuitar511]
#145603
08/06/07 07:14
08/06/07 07:14
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Joined: Dec 2005
Posts: 478 India
msl_manni
Senior Member
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Senior Member
Joined: Dec 2005
Posts: 478
India
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So you mean to say that you are satisfied with Newton, if so that's great.
My Specialities Limited.
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Re: Human Physics
[Re: msl_manni]
#145604
08/06/07 20:01
08/06/07 20:01
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Right now I'm not satisfied with Newton or 3DGS  I'm working on a racing project and neither physics engine is working correctly. Newton only allows 4 wheel drive which leads to improper drifting and such 3DGS physics are unstable and leading to lots of "jumping" and improper movements.... However, I don't have the time to write my own physics, so I'll have to make one or the other work...
xXxGuitar511 - Programmer
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Re: Human Physics
[Re: xXxGuitar511]
#145605
08/07/07 04:18
08/07/07 04:18
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Joined: Dec 2005
Posts: 478 India
msl_manni
Senior Member
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Senior Member
Joined: Dec 2005
Posts: 478
India
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I think it would be nice to have a wrapper for Ageia Physx or Bullet, and these are free and better suited for games simulations.
My Specialities Limited.
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