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Re: Which physics engine do you want for Gamestudio?
[Re: Quad]
#204661
04/30/08 16:54
04/30/08 16:54
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
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Expert
Joined: Feb 2006
Posts: 2,185
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and what about defining phys vars inside med and saving them in mdl. Like i have a model with skirt(say a group in med.) and i want to define skirt as cloth so when i put the model in the level, skirt acts as cloth and the character acts as rigid.
[Like in hl2 or vampire:The masquearade bloodlines]
maybe in mdl8 ? agreed, i think havoc has this ability, considering that hl2 used havoc
- aka Manslayer101
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Re: Which physics engine do you want for Gamestudio?
[Re: mpdeveloper_B]
#204662
04/30/08 17:02
04/30/08 17:02
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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agreed, i think havoc has this ability, considering that hl2 used havoc
i guess it can be done with any physics engine that supports clothes. (I guess it's about source engine more than havok, considering both hl2 and Vampire:TMB uses source)
3333333333
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Re: Which physics engine do you want for Gamestudio?
[Re: amy]
#204675
04/30/08 18:18
04/30/08 18:18
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Joined: Aug 2002
Posts: 681 Massachusetts, USA
Ichiro
User
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User
Joined: Aug 2002
Posts: 681
Massachusetts, USA
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I think JCL pretty much decided this when he said he'd model everything, himself. The main problem that people have with PhysX seems to be the huge driver. Just for information - I have decided to model everything with pencil and paper, by hand, in realtime. Also, with every purchase of the Pro version of A8, you will receive a pony. This obviates the need for ANY physics engine any any drivers and/or legal requirements found in the use thereof. I therefore change my vote from "PhysX" -- which I think would otherwise be a fantastic choice in that its continued development by an established company would lead to a stable and predictable simulation -- to "Other."
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Re: Which physics engine do you want for Gamestudio?
[Re: JetpackMonkey]
#204678
04/30/08 18:22
04/30/08 18:22
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Joined: Feb 2007
Posts: 353
amy
Senior Member
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Senior Member
Joined: Feb 2007
Posts: 353
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how about just tidying up the current physics engine (so stuff doesn't flip around randomly?) if that's done, why do we need a new one? other than the coolness factor It doesn´t seem to be that easy to fix ODE. Otherwise it already would have been done over the last few years. I want whatever physics engine has the least problems with stuff suddenly flinging around inexplicably and bouncing around the level!!! so, the most reliable.; which one is that? It seems like they all do the same thing, but which is most stable and compatible with hardware,and easiest and quickest to work with? I think all three are better than ODE in this regard. But approximate linear solvers are more susceptible to such flaws so i would say Newton´s solver would be most robust which requires the least tweaking work.
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Re: Which physics engine do you want for Gamestudio?
[Re: amy]
#204709
05/01/08 08:21
05/01/08 08:21
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Fear411
Unregistered
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Fear411
Unregistered
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Last edited by Fear411; 05/01/08 08:21.
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Re: Which physics engine do you want for Gamestudio?
[Re: ]
#204711
05/01/08 09:02
05/01/08 09:02
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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cool videos, the ragdoll character and the material video is cool imo. I wasnt aware of that materials thingy in physx.
3333333333
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Re: Which physics engine do you want for Gamestudio?
[Re: Quad]
#204724
05/01/08 11:19
05/01/08 11:19
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Joined: Aug 2005
Posts: 343 Germany
HPW
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 343
Germany
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Evil Blood (v. 0.52) RPG Commport.de (Social Network Community)
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