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Re: Animated interactive grass, simple Hair physics [Re: ] #367990
04/20/11 13:48
04/20/11 13:48
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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With this spring physics, I am able to add in, hair and ponytail physics, breast physics, simple rope/chain physics, and maybe even simple cloth

This would add a lot of dynamic to characters indeed !
Could you make some examples of ponytail, breasts and simple
cloth ?

Does they take account collision with character body ?

Re: Animated interactive grass, simple Hair physics [Re: ratchet] #368016
04/20/11 17:01
04/20/11 17:01
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Go go go! smile

Re: Animated interactive grass, simple Hair physics [Re: Pappenheimer] #368046
04/20/11 22:07
04/20/11 22:07
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
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jumpman  Offline OP
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Posts: 1,246
ny
@3run The bobbles are supposed to be rain drops tongue . And yes, that amount of detail most likely will not be seen unless you look for it. And since I do enjoy looking closely at models while playing videogames, I always appreciate seeing details that the artists and programmers put in there. These spring objects are also deleted and recreated based on camera distance, so only those closest to the camera (and not clipped) will activate and animate.

@ratchet
ty!
The grass will only be visible, animate, wind push, and character-push when the grass clump is close to the camera and is not clipped. The only thing about the grass that slows the game down is if the camera sees much transparent overdraw.



@MrGuest
LOL

@chris_oat
the grass uses a very simple shader that lets the polygons be two sided. It also consists of two bones, one is ent_bonemove'd away from whatever character is pushing it. This is a downside, since many activated grass will be animating and bone moving, but it shouldnt be a problem with some decent placement. A medium density group of these clumps along with a ground texture of grass or grass and dirt can help give the illusion of a full bed of grass...

Simple hair physics such as bangs are easy with this system, since it works best with a single spring particle. I have gotten a spring chain to work, and even though its not 100% realistic, it looks nice. Cloth physics should be the same deal as the chain physics, but instead of pulling on two other particles, a particle would pull on multiple particles around it. I havent tried this yet, but it should be easy to pull off.

The particle collision part is the toughest. Currently there is a very rudimentary/brute force collision effect that works, but does not work when the particle is moving at high speed toward the collider. Right now, a spring particle can have only 1 collider each. Ideally this collider for example would be placed on the thighs or buttocks of a character wearing a skirt. But once the character starts running or animating, the legs may move through the skirt, since there is no true collision detection other than radial collision detection without velocity or smeared bounding boxes. Currently, the only thing I do is check to see if the particle and collider hit each others radius, and reverse that motion using a penetration factor.

Re: Animated interactive grass, simple Hair physics [Re: jumpman] #368111
04/21/11 15:14
04/21/11 15:14
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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I've seen the other great vide you made :
Turrets video

How did you made visible flying bullets when firing a weapon ?

Re: Animated interactive grass, simple Hair physics [Re: ratchet] #368145
04/21/11 21:47
04/21/11 21:47
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
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jumpman  Offline OP
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Joined: Apr 2002
Posts: 1,246
ny
@rachet

the bullets are literally created moving objects, instead of c_trace, so they can have whatever appearance their model or sprite is.

@everyone

I've tried implementing a simple cloth plane for starters, and its proving to be verrry difficult to achieve.

Ideally every piece of cloth should have its own particle network, and particles should only pull on their immediate border particles, not exert a major force on every other particle. Because of this, every particle needs to somehow know what it's border particles are (particles that are connected to it by the mesh), and then apply the forces. I have no way of automatically telling a cloth vertex/particle that the next vertex on the next edge is it's border particle to pull on. I would need every particle to store a vector position of each of its neighbor particles. Very tricky stuff. Im not too sure I can make a useable cloth system frown

(well maybe I could, with some brute forcing and tons and tons and tons of arrays laugh )

Last edited by jumpman; 04/21/11 21:49.
Re: Animated interactive grass, simple Hair physics [Re: jumpman] #368146
04/21/11 21:57
04/21/11 21:57
Joined: Apr 2008
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ratchet Offline
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ratchet  Offline
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Thanks laugh !

So you must not bullets too long each step, if it moves too must
each frame you could miss collision and go throughtt an object ?
Or am i wrong ?

For clothes , why not implementing some 3*3 grid of vertex,
special for pieces of clothes on the character, that could collide with some part of the body (like invisible coliider attached to that body part somewhat like HitBox editor by Superku ) ?

Or some peice of cloth behaving like the haire of the guy ? why not ? by tweaking we could have some cool things like
some Bandana stuff or other ?

Just ideas !

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