Gamestudio Links
Zorro Links
Newest Posts
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
Free Live Data for Zorro with Paper Trading?
by AbrahamR. 05/18/24 13:28
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
1 registered members (AndrewAMD), 1,534 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
LucasJoshua, Baklazhan, Hanky27, firatv, wandaluciaia
19054 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 3
Page 6 of 7 1 2 3 4 5 6 7
Re: The 3DGS collision system is AWFUL. [Re: Rich] #367361
04/12/11 14:12
04/12/11 14:12
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
Serious User
Redeemer  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,660
North America
So, I've been playing around with physX for a while in a test project of mine, creating char entities with kinematic physics, rigid sphere entities, and static WMB entities.

And I've discovered, to my own dismay, that Gamestudio's implementation of PhysX sucks.

I'm sorry, it really does. Here's my biggest problems with it:

- pXent_movechar() is super inaccurate and uncontrollable. Many times an entity will stop moving before it even collides with an object, although I can get close to it anyway by sliding up against it. In addition, pXent_movechar() will cause entities to bump over and around objects, even if there's no way they can or should!

- WMB entities don't set the size of their BBoxes properly! As a test, I created a rigid, dynamic sphere body and started rolling it around on a bunch of WMB entities. To my annoyance, I found that the sphere will fall partly into a WMB entity! I know it's a problem with the WMB entity, because all other physics objects collide with the sphere normally. What's the deal?

- There's no way to control the size of an entity's BBox! seriously, pXent_setskinwidth() just doesn't work at all. In fact, it does the exact opposite of what it's supposed to do. I know, because I've tried passing it multiple different positive and negative values, fractional and non-fractional. But it doesn't work worth beans.

- With PH_CHAR and kinematic entities, boxes are treated like ellipsoids. This is exactly what I was trying to escape in the first place!


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: The 3DGS collision system is AWFUL. [Re: Redeemer] #367406
04/13/11 05:53
04/13/11 05:53
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
I faced all this problems a long time ago... But I though I was doing something wrong.
PhysX is implemented really badly... too many bugs, and too many little things.
But, hey, is there any sense in saying this? jcl doesn't give a s**t about our problems.
As I got banned at once for saying truth, he told me:
"Read manual and all of your bugs will flawlessly disappear."
But why even if I read manual, I can't just make another shape for BBOX (simply cause I want another shape)!
Why do I still get bugs with PhysX (jcl said that it's about year since it's implemented, year is good enough to make it stable)?


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: The 3DGS collision system is AWFUL. [Re: 3run] #367938
04/20/11 08:09
04/20/11 08:09
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
I didn't know Physix had so many bugs ???

Perhaps the best way would be a stable free physic engine by calling it's DLL and make our own implementation, behaviour ?

Strange i used Unity game engine physics character controller
and it's really fine, and works well ??

Re: The 3DGS collision system is AWFUL. [Re: ratchet] #367940
04/20/11 08:35
04/20/11 08:35
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
We not saying that PhysX has so many bugs! We saying that it's implementation in GS is sucks.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: The 3DGS collision system is AWFUL. [Re: 3run] #367941
04/20/11 08:48
04/20/11 08:48
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
So why not changing the implementation in your own way
for character controller ? Or for all the physic stuff collision you need ?

Re: The 3DGS collision system is AWFUL. [Re: ratchet] #369962
05/09/11 23:53
05/09/11 23:53
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
Expert
FoxHound  Offline
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
C_move uses the shape of the mesh for collision detection. So your answer is to change the shape. In each of the eight corners of your mesh put a vertex there with med. Now as far as the engine is concerned you have a box.


---------------------
There is no signature here.


QUIT LOOKING FOR ONE!
Re: The 3DGS collision system is AWFUL. [Re: FoxHound] #369965
05/10/11 00:58
05/10/11 00:58
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
That isn't actually how c_move works.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: The 3DGS collision system is AWFUL. [Re: JibbSmart] #369966
05/10/11 01:31
05/10/11 01:31
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
Expert
FoxHound  Offline
Expert

Joined: Jun 2004
Posts: 2,234
Wisconsin USA
I haven't got to test it but I'm not sure why it would not work.


---------------------
There is no signature here.


QUIT LOOKING FOR ONE!
Re: The 3DGS collision system is AWFUL. [Re: FoxHound] #369968
05/10/11 02:21
05/10/11 02:21
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Because c_move treats each moving entity as an ellipsoid.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: The 3DGS collision system is AWFUL. [Re: JibbSmart] #369974
05/10/11 06:40
05/10/11 06:40
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Yeah, c_move uses OBB collisions, which uses an ellipsoid. There was and AABB in A7, it had BOX hull, but A8 doesn't support it smirk


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Page 6 of 7 1 2 3 4 5 6 7

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