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Re: unlimited ragdolls 2, yay im back! [Re: xXxGuitar511] #159006
10/16/07 07:37
10/16/07 07:37
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
Quote:

[spam]
I started on (basically) the same thing yesterday. I wanted to give ragdoll physics a go, so I'm trying to create a system that can automatically create the bone structure for you. I'm trying it with 3DGS ODE right now, but I may move to Newton.

I've just started, so I'm not sure if my idea is possible. But I'm waiting to see yours so we can compare
[/spam]




appear the newton in gamestudio when save and load back is desactived is a very bad problem

Re: unlimited ragdolls 2, UPDATED! [Re: Felixsg] #159007
10/21/07 13:34
10/21/07 13:34
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
hey there everyone!

after a small time of absence (due to a lot of hard work on this code, and debugging for ages XD), im finally back, and proud to present:

Ragdolls with actor's bone update
yes, i've done it (with a good point in the right direction from Josh (credits where they're due!)), only thing is that it's still twitching sometimes...
also, it's pretty CPU intense, since it updates all bones of one model each frame. But i think a game could do with 5 ragdolls onscreen at the same time

without further chit-chat, here's a new screen (with hoorible GS compression):


and offcourse (because the picture is so horrid) i present a demo (to test performance as well ).
all buttons used are <space> to spawn a ragdoll, atm it's not possible to delete a created argdoll yet, working on that.

[NEW] Ragdoll Demo (actor update)

have fun testing ^_^

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, UPDATED! [Re: Helghast] #159008
10/21/07 13:42
10/21/07 13:42
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Great to hear you kepyton trying Helghast
Great update !!

Cheers

Frazzle


Antec® Case
Intel® X58 Chipset
Intel® i7 975 Quad Core
8 GB RAM DDR3
SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB
NVIDIA® GeForce GTX 295 Memory 1795GB
Re: unlimited ragdolls 2, UPDATED! [Re: frazzle] #159009
10/21/07 17:51
10/21/07 17:51
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
hui...that'S slow also with only one body

So i would ahve 2 requests:
1.could you take a "real" model, where you can see a bit more (=>user cont.)
2.could you add a fps-panel?(F11 don'T work in published version)

Re: unlimited ragdolls 2, UPDATED! [Re: Scorpion] #159010
10/21/07 18:15
10/21/07 18:15
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

hui...that'S slow also with only one body

So i would ahve 2 requests:
1.could you take a "real" model, where you can see a bit more (=>user cont.)
2.could you add a fps-panel?(F11 don'T work in published version)




really?? what's your specs?
i might turn off the stencil shadows, and put a proper skin on the ragdoll actor (lol, not that im great on texturing humanoids, but i can atleast "colour" him ).

but what did you mean with "real" model, since the ragdoll shown here is a full model updated with bones, not a hinged ragdoll thing.
and offcourse i wanna add such a panel

PS: what are your specs?

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, UPDATED! [Re: Helghast] #159011
10/21/07 18:29
10/21/07 18:29
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
amd athlon 2800+
768 mb ram
geforce 7800gs agp

ok, i got the fps with fraps now.
With one ragdoll it drop from 60 to 35 with 2 to 20fps..with 5 there are 10fps

PS: with "real" i just mean skinned(or colored)

Last edited by Scorpion; 10/21/07 18:30.
Re: unlimited ragdolls 2, UPDATED! [Re: Scorpion] #159012
10/21/07 22:07
10/21/07 22:07
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
User
Mondivirtuali  Offline
User
M

Joined: Oct 2005
Posts: 528
Italy
yes , put a skin into the model . Even a simple one.

Re: unlimited ragdolls 2, UPDATED! [Re: Mondivirtuali] #159013
10/22/07 00:31
10/22/07 00:31
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
Member
Darkyyes  Offline
Member
D

Joined: Jun 2007
Posts: 152
Norway
ok I reached 14 ragdolls on my famed 23 fps
e4300 2,7ghz now
x1950pro(doesnt really cound because the most thing processed here is cpu bound)
4gb ram(3,25 max useable and as with the video card cpu bound operations)

love you program helghast! =D really neat especially actor bone ^^

ok I noticed that the ragdolls blink sometimes, and sometimes I can see the arm just spin around REALLY fast and back to the position it was before it did.


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: unlimited ragdolls 2, UPDATED! [Re: Darkyyes] #159014
10/22/07 07:25
10/22/07 07:25
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

ok I reached 14 ragdolls on my famed 23 fps
e4300 2,7ghz now
x1950pro(doesnt really cound because the most thing processed here is cpu bound)
4gb ram(3,25 max useable and as with the video card cpu bound operations)

love you program helghast! =D really neat especially actor bone ^^

ok I noticed that the ragdolls blink sometimes, and sometimes I can see the arm just spin around REALLY fast and back to the position it was before it did.




yeah about the blinking, i think the rotation problem might be something like gimbal locking... i'll ask someone (maybe JCL or so ).
and im aware of incorrect lower arm rotation, i didnt setup that hinge correctly (still on my todo list).

and i'll get to a skin on this soon, just not that great of an artist (and the unwrap sucks, lol).

anyway, thanks for the comments so far. keep them coming!
regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, UPDATED! [Re: Helghast] #159015
10/22/07 10:29
10/22/07 10:29
Joined: Jan 2005
Posts: 567
Sweden
Gafgar Offline
Developer
Gafgar  Offline
Developer

Joined: Jan 2005
Posts: 567
Sweden
You should freeze the physics when it has settled, and if the limb don't move, then don't update the bone. and you should make the update only if it is on the screen, the physics could run in the background but the model should not be animated if it is off screen,(only something that can be useful in real games)
It is a bit fps expensive ass it is now, but you can lie with it, but it is TO expensive for a non moving ragdoll.

(sorry for my bad English.. have no time to run my spieling though Word)


__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/
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