rag doll physics

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

rag doll physics

Postby Mizu Kitsune » Sat May 30, 2009 7:12 pm

currently nexuiz is ragdoll-less. i've been working on a ragdoll for dp with little luck. i'll post my code and a screen shot later. until then anyone have any ideas?
Mizu Kitsune
Alien trapper
 
Posts: 362
Joined: Sat Apr 11, 2009 7:51 pm
Location: Maridia

Postby mand1nga » Sat May 30, 2009 7:26 pm

Maybe you can use Twig as a starting point
mand1nga
Alien trapper
 
Posts: 321
Joined: Mon May 12, 2008 12:19 am

Postby MirceaKitsune » Sat May 30, 2009 10:35 pm

I've been wondering about this too, would be a great feature to have. Made this topic about it some time ago. At the current point I think DP misses two basic things. First is a real physics engine (Twig does seem to work very nicely) and second is Darkplaces not knowing to animate models dynamically which is most essential. Not familiar with the engine here but I'd love to see what you did there :)
MirceaKitsune
Keyboard killer
 
Posts: 593
Joined: Thu Aug 14, 2008 6:48 am
Location: Romania - Bucharest

Postby Morphed » Sun May 31, 2009 12:09 am

you cant use twig for ragdolls, dont even research that area
best would be to add some free physics engine to dp, as addon (idk, maybe dll/so ), as you know darplaces is under gpl license, and most free physics engines are not compatible (only ode/bullet), but making physics addon that is not needed to run engine would not break gpl terms afaik ianal
Morphed
Alien
 
Posts: 197
Joined: Tue Feb 28, 2006 10:41 pm
Location: Poland

Postby Flying Steel » Sun May 31, 2009 1:24 am

Morphed wrote:you cant use twig for ragdolls, dont even research that area
best would be to add some free physics engine to dp, as addon (idk, maybe dll/so ), as you know darplaces is under gpl license, and most free physics engines are not compatible (only ode/bullet), but making physics addon that is not needed to run engine would not break gpl terms afaik ianal


Definitely go with Bullet, you basically hear only good things about it, and most open source games that aren't using their own in-house physics engine (like Nexuiz currently is) seem to go with it.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby Mizu Kitsune » Sun May 31, 2009 1:33 am

actually i'm doing it in QC. but very buggy, i.e. player models bounce/move stuck in the position they died in, etc.
Mizu Kitsune
Alien trapper
 
Posts: 362
Joined: Sat Apr 11, 2009 7:51 pm
Location: Maridia

Postby avirox » Sun May 31, 2009 1:47 am

The best you can really hope for is rigid-body physics at death (the new Sven Coop incorporates this rather well). Ragdoll would be impossible without individual control of limbs, which the current Nexuiz model format does not support.
avirox
Member
 
Posts: 15
Joined: Tue Feb 28, 2006 9:15 pm

Postby [-z-] » Sun May 31, 2009 1:57 am

Impossible isn't the right word because we've already seen it done in Darkplaces... it was just far from an optimal solution.
[-z-]
Site Admin and Nexuiz Ninja
 
Posts: 1794
Joined: Mon Nov 13, 2006 12:20 am
Location: Florida

Postby Morphed » Sun May 31, 2009 2:08 am

The best you can really hope for is rigid-body physics at death (the new Sven Coop incorporates this rather well). Ragdoll would be impossible without individual control of limbs, which the current Nexuiz model format does not support.


im not sure if its models fault, its skeletal model format, so maybe only engine doesn't support it

that reminds me that we don't have control over individual limbs :). Mizu Kitsune if you could add option to rotate bone and don't break animation from quakec, it would be much more cool than ragdolls, we could have up/down aim animation , and procedural shot/pain animations (no more sliding when shoting mg) :)
Morphed
Alien
 
Posts: 197
Joined: Tue Feb 28, 2006 10:41 pm
Location: Poland

Postby avirox » Sun May 31, 2009 2:37 am

[-z-] wrote:Impossible isn't the right word because we've already seen it done in Darkplaces... it was just far from an optimal solution.


I said impossible without individual control of limbs, which is what mods like SagDoll use. If we had control over individual bone movements in DP+QC it may have a chance, but as others have stated - the best option is realyl engine-side physics support..
avirox
Member
 
Posts: 15
Joined: Tue Feb 28, 2006 9:15 pm

Next

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron