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Re: unlimited ragdolls 2, UPDATED! [Re: croman] #159046
02/11/08 08:17
02/11/08 08:17
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Joined: Jan 2004
Posts: 3,023
The Netherlands
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.

Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, UPDATED! [Re: Helghast] #159047
02/11/08 11:53
02/11/08 11:53
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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
Re: unlimited ragdolls 2, UPDATED! [Re: Quad] #159048
02/11/08 12:21
02/11/08 12:21
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Joined: Jan 2004
Posts: 3,023
The Netherlands
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,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, UPDATED! [Re: Helghast] #159049
02/11/08 12:39
02/11/08 12:39
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
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fogman  Offline
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Joined: Apr 2005
Posts: 4,506
Germany
Maybe later an AI freak is able to implement a behaviour similar to these guys:
http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/810457/page/0/fpart/1/vc/1




no science involved
Re: unlimited ragdolls 2, UPDATED! [Re: fogman] #159050
02/11/08 13:46
02/11/08 13:46
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Don't give Helghast another reason to implement more and more features for never releasing it!

Re: unlimited ragdolls 2, UPDATED! [Re: Pappenheimer] #159051
02/11/08 14:14
02/11/08 14:14
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Joined: Jan 2004
Posts: 3,023
The Netherlands
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,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, UPDATED! [Re: Helghast] #159052
02/11/08 15:57
02/11/08 15:57
Joined: Feb 2006
Posts: 76
Mi
H
Havoc22 Offline
Junior Member
Havoc22  Offline
Junior Member
H

Joined: Feb 2006
Posts: 76
Mi
I got about 8 or 9 ragdolls on screen before I noticed a difference in fps in the new demo with the more human like models. Pretty cool! Still as excited as ever to see the insides of how it's all set up.

Re: unlimited ragdolls 2, UPDATED! [Re: Helghast] #159053
02/11/08 16:21
02/11/08 16:21
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
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


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: unlimited ragdolls 2, UPDATED! [Re: PHeMoX] #159054
02/11/08 18:18
02/11/08 18:18
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
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Helghast  Offline OP
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Joined: Jan 2004
Posts: 3,023
The Netherlands
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,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: unlimited ragdolls 2, UPDATED! [Re: Helghast] #159055
02/12/08 16:01
02/12/08 16:01
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Aah, no, I guess it's my bad, I was reading too much into your words I think, still it does sound like a really useful optimization to have.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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