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Re: CCT PhysX 1.0 [Re: Reconnoiter] #457721
01/28/16 12:13
01/28/16 12:13
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
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Joined: Jul 2004
Posts: 785
Serbia
Works very well. It will be really nice and useful contribution, as always.

Keep it up!


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Re: CCT PhysX 1.0 [Re: Reconnoiter] #457722
01/28/16 13:21
01/28/16 13:21
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Thank you guys! I appreciate your support. And I'm really happy that it works good laugh

I only tested this on the levels made of blocks, it should work exactly the same on levels made of models (maybe with some tweaks for traces), but I didn't test it with terrains yet. It theory it should work too, but I guess on too steep slopes, gravity towards sliding direction won't be so smooth and player will jump a little (well, this will happen in real life too).

Reconnoiter@ about jumping it a particular direction, that's a good idea, but there should be a room for improvements, right? tongue So some of community members will be able to improve the code and share back with us.

Edit: I added terrain into the test level, and it seems to work pretty nice laugh Also tweaked few things that I found out (plus lowered the crawling camera height, it might seems to be too low.. but this is the only thing I can do so far for now, cause it's probably a bug related to (as I already mentioned in previous post, where little bbox didn't fit big hole in the wall) how Acknex's physX is fu**ed up, and I don't rely on jcl, cause waiting for update may take forever). The other thing is, if you are going to use this in your game, don't allow player to jump while crawling grin Or even more dirty way, trace upwards while crawling and define the height for the trace, so when you jump on a specific height trace will touch the celling and will reset jumping forces (simply FORCE.z = 0).

Few screens:
Quote:
Terrain:

Camera in crawling state:


Best regards.


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Re: CCT PhysX 1.0 [Re: 3run] #457727
01/28/16 17:20
01/28/16 17:20
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Reconnoiter  Offline
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Joined: Dec 2011
Posts: 1,823
Netherlands
Very nice

Quote:
grin Or even more dirty way, trace upwards while crawling and define the height for the trace, so when you jump on a specific height trace will touch the celling and will reset jumping forces (simply FORCE.z = 0).
, dirty lite-c code all the way grin

Re: CCT PhysX 1.0 [Re: Reconnoiter] #457728
01/28/16 17:36
01/28/16 17:36
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
Posts: 5,370
Caucasus
Originally Posted By: Reconnoiter
Very nice

Quote:
grin Or even more dirty way, trace upwards while crawling and define the height for the trace, so when you jump on a specific height trace will touch the celling and will reset jumping forces (simply FORCE.z = 0).
, dirty lite-c code all the way grin
Yaaay! grin


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Re: CCT PhysX 1.0 [Re: 3run] #457740
01/28/16 21:34
01/28/16 21:34
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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Joined: May 2008
Posts: 2,113
NRW/Germany
Nice work 3run, I´m sure it will be useful!


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Re: CCT PhysX 1.0 [Re: alibaba] #457741
01/28/16 23:06
01/28/16 23:06
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
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Joined: May 2009
Posts: 5,370
Caucasus
Thank you man. I'll do my best.

Best regards!


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Re: CCT PhysX 1.0 [Re: 3run] #457946
02/09/16 10:12
02/09/16 10:12
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
!!!!!!! UPDATE !!!!!!!
Quote:
Added crawling, proper jumping and some other tweaks to the previous version. I still can't get moving platforms to work, cause of the bug with 'setgroupcollision' thing... I also removed 'proper collisions' with rigid bodies from the previous version, cause it's really unstable and causes some weird behaviours, thus if you want proper collisions with rigid bodies, you will probably need to use rigid body instead of native CCT (or write your own physX plugin!).

Here is a new version:
Download link

Nasty screen:


Best regards!


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Re: CCT PhysX 1.0 [Re: 3run] #457952
02/09/16 14:28
02/09/16 14:28
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline
Senior Member
sebbi91  Offline
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S

Joined: Jun 2008
Posts: 402
Germany
Looks really nice!
Thank you very much for sharing the source laugh

Best regards!


3D-Gamestudio A8 - Commercial
Re: CCT PhysX 1.0 [Re: sebbi91] #457953
02/09/16 14:33
02/09/16 14:33
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Originally Posted By: sebbi91
Looks really nice!
Thank you very much for sharing the source laugh

Best regards!
You are welcome! I hope that it will be useful!

Greets


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Re: CCT PhysX 1.0 [Re: 3run] #457958
02/09/16 18:16
02/09/16 18:16
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
cool stuff 3run, works really well! :]


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