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Re: Ragdoll code A7 lite-c!
[Re: the_clown]
#269064
06/01/09 14:33
06/01/09 14:33
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Joined: Jun 2008
Posts: 402 Germany
sebbi91
Senior Member
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Senior Member
Joined: Jun 2008
Posts: 402
Germany
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Nice job!
But it's lite-c and i am using c-script! ^^ I am now writing it to c-Script.(try it ^^) Damn o.O It would take a little bit time but the code is important for me!
Thank you for your work!
^^
3D-Gamestudio A8 - Commercial
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Re: Ragdoll code A7 lite-c!
[Re: PHeMoX]
#269070
06/01/09 15:13
06/01/09 15:13
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Joined: Jun 2008
Posts: 402 Germany
sebbi91
Senior Member
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Senior Member
Joined: Jun 2008
Posts: 402
Germany
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Can you help to translate this part to c- script? void updateBoneHinge(ENTITY* hingeEnt, STRING* bodyPart, ENTITY* actor) { VECTOR temp_pos, temp_ang, temp_mov, temp_ang_1;
ENTITY* hingePointer = hingeEnt; ENTITY* actorPointer = actor; STRING* updatePart = bodyPart; while(hingePointer) { ...
this is the part : ENTITY* hingePointer = hingeEnt; ENTITY* actorPointer = actor; STRING* updatePart = bodyPart;
could you help?
3D-Gamestudio A8 - Commercial
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Re: Ragdoll code A7 lite-c!
[Re: Shadow969]
#269184
06/02/09 07:35
06/02/09 07:35
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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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Nice job!
But it's lite-c and i am using c-script! ^^ I am now writing it to c-Script.(try it ^^) Damn o.O It would take a little bit time but the code is important for me!
Thank you for your work!
^^ There is actually already an A6 c-script version released previously. I'll upload it tonight again for you. (If I dont forget that is XD) The only thing missing now is lots of 3dgs games using this code.
By the way, what's most impressive is that the bodies look like one smooth piece, but they are separate body parts, right?? Or do you use dummy parts to change bones within a solid body mesh?
Cheers and of course thanks for sharing! Yes, that would be great, if lots of games use it :P atleast, that's why i uploaded it and as cerberi_croman already said; if i understood it correctly, that character you see is normal model using bones and there is several invisible, physics models that are moving and the bones only updates its positions according to those models. at least it was like that in previous version That's exactly how it works that's the way it's ment to be haven't looked into the code yet, but it seems that the system is pretty stable, only drawback is a little 'jerky' movement, although fps is kept stable at 60 Yes, the jerkiness might occur when your CPU cant handle all the physics collisions in a single frame... I'm still adding some code in that should make it slow down a lot less when this happens (turning off ragdolls also works when it crosses a certain limit :P). Thanks for the feedback and nice words so far Hope to see some tests soon hehehee If anyone needs some help on this, dont hesitate to PM/mail me regards,
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Re: Ragdoll code A7 lite-c!
[Re: Germanunkol]
#269193
06/02/09 09:16
06/02/09 09:16
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Joined: Feb 2009
Posts: 35 Watertown, New York, US
goanna
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Joined: Feb 2009
Posts: 35
Watertown, New York, US
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amazing. very well done What always bugs me about ragdolls is that they don't seem to lie entirely still, they keep on moving a little... that's not to bad in this demo though, nice coding! Every Valve (Designers of Half-Life2,Left-4-Dead) game I've played using ragdoll has the same issue. I've even seen models spin in solid brushes after dieing, quite commical actually. This ragdoll physics code is very close in comparison to Valve's. Nice work, immpressive stuff. I'll be using this code in my zombie shooter for sure. Mirror: http://fleshhead.com/mirrors/Ragdoll_A7_src.rar
Last edited by goanna; 06/02/09 09:22.
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Re: Ragdoll code A7 lite-c!
[Re: goanna]
#269209
06/02/09 10:07
06/02/09 10:07
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Joined: Jan 2004
Posts: 3,023 The Netherlands
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Well, the only thing missing is the blending between biped character and ragdoll. oops, sorry I missed your post in the last reply :P Yes, you are right, I had that in previously (A6 code). I should be able to add that again but I got some other optimisations I want to fix first. then that's my prioroty... I might make a testdemo with it... who knows :P heheheee amazing. very well done What always bugs me about ragdolls is that they don't seem to lie entirely still, they keep on moving a little... that's not to bad in this demo though, nice coding! Every Valve (Designers of Half-Life2,Left-4-Dead) game I've played using ragdoll has the same issue. I've even seen models spin in solid brushes after dieing, quite commical actually. This ragdoll physics code is very close in comparison to Valve's. Nice work, immpressive stuff. I'll be using this code in my zombie shooter for sure. Mirror: http://fleshhead.com/mirrors/Ragdoll_A7_src.rar thanks for the kind words and the mirror and yes, it's a common issue, that's what happens with physics... (they have some randomness in it, you cant always tell what's gonna happen ). But it can be reduced to a minimal, which is what i intend to do regards,
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