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Re: Softbody Possible? [Re: Serex] #189489
03/20/08 12:23
03/20/08 12:23
Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
T
TWO Offline

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TWO  Offline

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Joined: Jan 2006
Posts: 1,829
Neustadt, Germany
You may try to combine c_trace with some animation of the object.

Re: Softbody Possible? [Re: Serex] #199821
04/01/08 13:07
04/01/08 13:07
Joined: Aug 2007
Posts: 44
QLD, Australia
Serex Offline OP
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Serex  Offline OP
Newbie

Joined: Aug 2007
Posts: 44
QLD, Australia
Sorry to bring this thread up again but its better than starting a new one, and this topic is bugging me. Since this project has limited time, and its the first project I've really worked on in game studio i am only working in the scripting editor provided and haven't built any framework.

I seem to think that it would be possible to do what i am after. I can access the vertex positions relative to world space, trace/scan on any vertex to check for collision and then set the position of the vertex.

I have been reading around, would it be a good idea to build a 'hierarchy' system with 'springs' so that i can parent the vertex's to the control 'box' and just move that around. Mick West wrote an interesting article regarding the 2d blob physics of "Gish".

Can be found at: http://cowboyprogramming.com/2007/01/05/blob-physics/

Basically what im asking is: Am i going about this the "right" way. By right way i mean, quick, will do the trick but won't be the most optimal way of doing it.

What i have so far...


* red dots are the trace intercect

Basic physics object with 24 vertices dropping to the ground, and for testing purposes i scaled the model down on the z axis, and increase the scale on the x and y axis once the trace hits 0 to give a dodge squashed look.

Re: Softbody Possible? [Re: Serex] #199830
04/01/08 13:21
04/01/08 13:21
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Yes, "springs" are indeed used for softbodies because you have to simulate the forces/elasticity between the "cloth" grid points. Do "draw" the cloth you would indeed have to tinker with the vertices - of course.

The point is how you simulate the softbody in order to collide with the geometry. And therefore, I think, a SDK like PhysX would be great for you.

Re: Softbody Possible? [Re: HeelX] #199837
04/01/08 13:48
04/01/08 13:48
Joined: Aug 2007
Posts: 44
QLD, Australia
Serex Offline OP
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Serex  Offline OP
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Joined: Aug 2007
Posts: 44
QLD, Australia
Yeah it would have been. But unfortunately due to time restraints it isn't very practical \:\( I have a bit of spare time in a couple of months and i hope to get something working a little better.

Back to the drawing board me thinks. Maybe for the time being ill simply animate a "jiggle" when he collides with something.

Thanks for your help though

Re: Softbody Possible? [Re: Serex] #202542
04/15/08 15:55
04/15/08 15:55
Joined: Feb 2007
Posts: 353
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amy Offline
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amy  Offline
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Posts: 353
http://www.bulletphysics.com/Bullet/wordpress/

Bullet supports soft bodies now! Its soft body demo looks very promising.

(By the way, in my opinion Conitec should switch to Bullet. ODE seems to be dead while Bullet thrives splendidly.)

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