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Re: unlimited ragdolls 2, UPDATED!
[Re: croman]
#159046
02/11/08 08:17
02/11/08 08:17
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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OP
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Joined: Jan 2004
Posts: 3,023
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Quote:
great, it's almost finished. I have one idea and suggestion. The demo will be 3X better. You take some character model and make body parts out of him and use them as you use those cubes. It's not hard and it should make this demo really great.
hold your horses mate
i even have a better demo then that, which makes it like 1000X better! i still have these "cubes" but they are set to invisible, instead what happens, is that a full model rotates it bones towards the invisible parts. this is one single mesh that updates to another model, thus making it look pretty realistic. the setup though is quite a b*tch... let's first worry about the demo getting done i am programming some destructibles right now *pillars that break down when you crash into them*
anyway, currently ragdolls spawn at the center of the screen where you click
i'll be back on this tonight, we'll see if i manage to upload a demo.
regards,
EDIT: i forgot, the technique mentioned above has been showcased already in a 2nd demo! link can be found ----> here <----.
have fun (space is spawning, but this version has NO optimisation in yet).
Last edited by Helghast; 02/11/08 08:19.
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Re: unlimited ragdolls 2, UPDATED!
[Re: Helghast]
#159047
02/11/08 11:53
02/11/08 11:53
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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it will be one of the greatest contribituons. 2nd demo is great too. and i think that it will get faster(high fps) when it compiled with a7. after its released we should start conveting it to lite-c
3333333333
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Re: unlimited ragdolls 2, UPDATED!
[Re: Quad]
#159048
02/11/08 12:21
02/11/08 12:21
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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Quote:
it will be one of the greatest contribituons.
2nd demo is great too.
and i think that it will get faster(high fps) when it compiled with a7.
after its released we should start conveting it to lite-c
im working on that before releasing it upcoming demo is still A6 packed. then lite-c conversion shouldnt take longer then 2 days
i wouldnt wanna release something where only half the people would benefit from then We'll see about the FPS then ^_^
regards,
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Re: unlimited ragdolls 2, UPDATED!
[Re: Pappenheimer]
#159051
02/11/08 14:14
02/11/08 14:14
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Joined: Jan 2004
Posts: 3,023 The Netherlands
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hahahaaa, trust me, this WILL _finally_ come out! I dont wanna wait too long anymore, i decided to ditch the 3rd optimisation (where the ragdoll is removed when it completely stopped moving, maybe i'll add it in once). im working my ass of to get this thing over with, so you guys can ALL have fun from it, not only me untill then, i'll be cracking this thing! regards,
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Re: unlimited ragdolls 2, UPDATED!
[Re: Helghast]
#159053
02/11/08 16:21
02/11/08 16:21
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
I dont wanna wait too long anymore, i decided to ditch the 3rd optimisation (where the ragdoll is removed when it completely stopped moving, maybe i'll add it in once).
As long you unregister them in the physics engine, it'll be fine either way.
Cheers
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Re: unlimited ragdolls 2, UPDATED!
[Re: PHeMoX]
#159054
02/11/08 18:18
02/11/08 18:18
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
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OP
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Joined: Jan 2004
Posts: 3,023
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Quote:
Quote:
I dont wanna wait too long anymore, i decided to ditch the 3rd optimisation (where the ragdoll is removed when it completely stopped moving, maybe i'll add it in once).
As long you unregister them in the physics engine, it'll be fine either way.
Cheers
yes, i know XD but what i ment to say... when the ragdolls have completely stopped moving, THEN remove the physical entity's (the actor remains in the last position the bones were rotated).
sorry that it was a bit unclear
regards,
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