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unlimited ragdolls 2, yay im back!
#158956
10/06/07 08:48
10/06/07 08:48
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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Posts: 3,023
The Netherlands
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as the title says, i FINALLY redid the ragdoll code for use in A6.60 actually, it works under ALL A6 version (tested it under 6.3 as well:P). code has been _well_ optimized, it's ~180 lines long, which is a filesize decrease of 60%, and comes with a whopping 250% performance boost over my old code  i'm pretty satisfied with it, now i need to program a function that rotates the bones of a model correctly along with the ragdoll as reference, then im pretty much done. so, without further ado, i present a screenshot + DEMO!!! Ragdoll demo, compiled under A6.60 have loads of fun! OH! before i forget XD controls  space = spawn ragdoll click ragdoll = remove (somewhat slow yet though). regards,
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Re: unlimited ragdolls 2, yay im back!
[Re: Helghast]
#158957
10/06/07 10:04
10/06/07 10:04
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
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User
Joined: Aug 2006
Posts: 652
Netherlands
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Wow this is really awesome
BASIC programmers never die, they GOSUB and don't RETURN.
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Re: unlimited ragdolls 2, yay im back!
[Re: bstudio]
#158958
10/06/07 10:37
10/06/07 10:37
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Anonymous
Unregistered
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Anonymous
Unregistered
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yes really awesome, good work. Can't wait to see more!
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Re: unlimited ragdolls 2, yay im back!
[Re: Stansmedia]
#158963
10/06/07 15:04
10/06/07 15:04
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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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What physics are these implemented in?
My Specialities Limited.
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Re: unlimited ragdolls 2, yay im back!
[Re: msl_manni]
#158964
10/06/07 16:09
10/06/07 16:09
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Joined: Jan 2004
Posts: 3,023 The Netherlands
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The Netherlands
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Quote:
when the bodies prop themselves up, they twitch. which isnt a bad thing, it makes them look alive (barely) all squirming around n stuff. its really cool.
implement this with bone rigged characters and ill buy you a steak.
that's exactly what im trying to do now, got some rotational errors though, hope anyone can help me on that (uses this space to request help).
Quote:
What physics are these implemented in?
A6PE (ODE). I'll update them to A7 when i got enough money for a copy (or use the demo... maybe conitecs wants to sponsor me, in trade for a finished ragdoll code that comes with A6/7 *hints*)
we'll see what happens
@ all thanks for the nice reply's hope you had fun playing the demo!
BTW: there's a little bug in it, the ragdolls done remove right after 50-some... the leg remains every time then, lol oh well.
regards,
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Re: unlimited ragdolls 2, yay im back!
[Re: Helghast]
#158965
10/06/07 18:11
10/06/07 18:11
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Quote:
I'll update them to A7 when i got enough money for a copy (or use the demo... maybe conitecs wants to sponsor me, in trade for a finished ragdoll code that comes with A6/7 *hints*)
You should give JCL the hint directly per email!
What about blending these with animations, for instance a walking 'person' 'feels' weak for a moment means sink into its knees, and then gets back its power and moves on. Or, to continue my example with children, a child lays down on its site, and then rolls down the hill. Or, like the example of Indiana Jones, that I mentioned in a Morbius thread, a model falls of a bridge and grips an edge with one hand, while the other parts of his body - probably exept the head, moves like a ragdolls pieces.
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