Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (degenerate_762, AndrewAMD, Ayumi), 1,321 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Player Physics? #19994
11/18/03 05:12
11/18/03 05:12
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline OP

Expert
Nadester  Offline OP

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
Hey, I am quite new to the a6 physics engine, just now I am deciding to pick it up. My question is : What would simple player physics look like? I'm sure that they would be more powerful than standard physics, right? Does anyone have any examples?


--Eric
Re: Player Physics? [Re: Nadester] #19995
11/19/03 08:14
11/19/03 08:14
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
physics engines aren't very suited for bipeds controlled by the player. it's better to script that with commands like vec_accelerate...

Re: Player Physics? [Re: ventilator] #19996
01/06/04 09:18
01/06/04 09:18
Joined: Aug 2003
Posts: 275
Germany
kopitzki Offline
Member
kopitzki  Offline
Member

Joined: Aug 2003
Posts: 275
Germany
Why aren't physics engines suited for players? Can they only handle a one-frame model?
I'm asking this because I scripted a player moving as usual, then being pushed by a normal ent_move - ball, then changing into a ph-entity himself bouncing around, then changing back into a normal entity ready to be pushed again, in a nutshell: a player constantly changing between the states of a usual and a physics entity.
The point is: the engine breaks down after some time of changing back and forth. If I define the player as watched=my, it breaks with the first hit even. No warning message given.
Are there tricks of how to combine moving models and the ph-engine though?

Re: Player Physics? [Re: kopitzki] #19997
01/07/04 01:58
01/07/04 01:58
Joined: Nov 2003
Posts: 76
M
muyoyo Offline
Junior Member
muyoyo  Offline
Junior Member
M

Joined: Nov 2003
Posts: 76
Nadester,u can try it urself by downloading them,it is very great i must tell u,but i still dont know how to implement the physic in game:p some say ent_move cant be used?but i really like the physic engine especially ball part,the ball bounce and perform a realitic projectile motion(i working on my own projectile code:p)

Re: Player Physics? [Re: muyoyo] #19998
01/07/04 09:06
01/07/04 09:06
Joined: Aug 2003
Posts: 275
Germany
kopitzki Offline
Member
kopitzki  Offline
Member

Joined: Aug 2003
Posts: 275
Germany
1. "What would simple player physics look like? I'm sure that they would be more powerful than standard physics, right? Does anyone have any examples?
2. "physics engines aren't very suited for bipeds controlled by the player."

Answer:


Re: Player Physics? [Re: kopitzki] #19999
01/08/04 00:43
01/08/04 00:43
Joined: Sep 2000
Posts: 300
Ohio, USA
V
vrkaya Offline
Senior Member
vrkaya  Offline
Senior Member
V

Joined: Sep 2000
Posts: 300
Ohio, USA
I don't have an example because, right now, I don't think it's possible - but here's what I think player physics might look like.

Use the example of your standard shooter. Imagine you are creeping through a room when suddenly you hear an explosion and then your body (and viewpoint) are slammed to the left, striking the wall and coming to a sudden stop. If player physics were possible I could see them used in this way to react to a force (e.g. bullet, weapon) striking the player. A 2nd example is if you're shot in the right shoulder from in front, and then the player and viewpoint spin to the right and fall back some.

You can see the ragdoll example in the Newton Game Physics exhibiting this type of behavior, but right now, the ragdoll is not the player. Basically, though, the player's body would react realistically to outside forces.

The only possibility I see now is a method of propelling the player with an impulse instead of the current technique of using movements.

Ron

Re: Player Physics? [Re: vrkaya] #20000
01/08/04 03:30
01/08/04 03:30
Joined: Nov 2003
Posts: 76
M
muyoyo Offline
Junior Member
muyoyo  Offline
Junior Member
M

Joined: Nov 2003
Posts: 76
download the demo,interactive demo can help you get better understanding:p

Re: Player Physics? [Re: muyoyo] #20001
01/08/04 07:38
01/08/04 07:38
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
In my project, everything is physical, players included. Here, the player arrows control the magnitude and direction of a skill named net_force_x, net_force_y, and net_force_z. These skills are then processed by an while/wait update routine that applied a phent_addlocalforce in accordance to the player intentions. I use a multiple combination of simultanous forces for stablity instead of just one force on the players center. Furhtermore, I had to make sure that my forces where PULLING (ie applied in front of the entity) instead of PUSHING (applied from behind) in order to increase biped stability. At low speeds and accelerations (around 500 quants/s and 50 quants/s/s), this configuration and the player movement is stable. Any higher and he becomes unstable.

It's pretty nice to have player collision controlled by the PE. It looks damn tight and when you slam into a bunch of static looking barrels, they, being physical too, respond in kind.

IMHO therefore, while the current PE is not optimal for bipeds, it can be done and it looks damn slick!

I think your problems may also have to do with registering and unregestering physical entities. I too have had (unrelated?) problems with the physics engine focusing on the registering of physics ents.

Re: Player Physics? [Re: fastlane69] #20002
01/08/04 19:29
01/08/04 19:29
Joined: Nov 2003
Posts: 76
M
muyoyo Offline
Junior Member
muyoyo  Offline
Junior Member
M

Joined: Nov 2003
Posts: 76
to bad i am using a5.5:p it doesnt recognize the command to implement the physic in script:p i get a6 later:p

Re: Player Physics? [Re: muyoyo] #20003
01/09/04 06:32
01/09/04 06:32
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
The newton engine is free (?) and is compatable with A5 (?). I put question marks cause I'm not 100% sure on both those facts, but if you want physics without the 3DGS PE, you should look at the Newton Physics Engine threads.

Page 1 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1