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Re: Ragdoll code A7 lite-c! [Re: the_clown] #269055
06/01/09 13:46
06/01/09 13:46
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
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Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
yyyyyyyyyyyyyes! laugh Worked smoothed than before! Thanks Dennis! smile

Re: Ragdoll code A7 lite-c! [Re: Cowabanga] #269059
06/01/09 14:05
06/01/09 14:05
Joined: Nov 2008
Posts: 946
T
the_clown Offline
User
the_clown  Offline
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T

Joined: Nov 2008
Posts: 946
Well, the only thing missing is the blending between biped character and ragdoll.

Re: Ragdoll code A7 lite-c! [Re: the_clown] #269064
06/01/09 14:33
06/01/09 14:33
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline
Senior Member
sebbi91  Offline
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
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
Re: Ragdoll code A7 lite-c! [Re: the_clown] #269066
06/01/09 14:35
06/01/09 14:35
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
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!


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Ragdoll code A7 lite-c! [Re: PHeMoX] #269070
06/01/09 15:13
06/01/09 15:13
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline
Senior Member
sebbi91  Offline
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
Can you help to translate this part to c- script?
Quote:

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 :
Quote:

ENTITY* hingePointer = hingeEnt;
ENTITY* actorPointer = actor;
STRING* updatePart = bodyPart;



could you help?


3D-Gamestudio A8 - Commercial
Re: Ragdoll code A7 lite-c! [Re: PHeMoX] #269083
06/01/09 16:08
06/01/09 16:08
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
Serious User
croman  Offline
Serious User

Joined: Nov 2007
Posts: 1,032
Croatia
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 smile



Ubi bene, ibi Patria.
Re: Ragdoll code A7 lite-c! [Re: croman] #269100
06/01/09 19:23
06/01/09 19:23
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
User
Shadow969  Offline
User
S

Joined: Oct 2006
Posts: 873
that's the way it's ment to be smile
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

Re: Ragdoll code A7 lite-c! [Re: Shadow969] #269184
06/02/09 07:35
06/02/09 07:35
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: sebbi91
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)

Originally Posted By: PHeMoX
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 wink

and as cerberi_croman already said;
Originally Posted By: cerberi_croman
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 smile


That's exactly how it works smile

Originally Posted By: Shadow969
that's the way it's ment to be smile
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 smile
Hope to see some tests soon wink hehehee
If anyone needs some help on this, dont hesitate to PM/mail me wink

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Ragdoll code A7 lite-c! [Re: Germanunkol] #269193
06/02/09 09:16
06/02/09 09:16
Joined: Feb 2009
Posts: 35
Watertown, New York, US
goanna Offline
Newbie
goanna  Offline
Newbie

Joined: Feb 2009
Posts: 35
Watertown, New York, US
Originally Posted By: Germanunkol
amazing. very well done laugh

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.
Re: Ragdoll code A7 lite-c! [Re: goanna] #269209
06/02/09 10:07
06/02/09 10:07
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline OP
Expert
Helghast  Offline OP
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Originally Posted By: the_clown
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 smile
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

Originally Posted By: goanna
Originally Posted By: Germanunkol
amazing. very well done laugh

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 wink 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 wink ).
But it can be reduced to a minimal, which is what i intend to do smile

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
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