ODE implemented in Darkplaces

Developer discussion of experimental fixes, changes, and improvements.

Moderators: Nexuiz Moderators, Moderators

Postby Flying Steel » Wed Oct 28, 2009 5:53 pm

MirceaKitsune wrote:Anyway, too curious not to ask: Now that there's a physics engine, are ragdoll physics possible to implement?


LordHavoc said constraints are not yet implemented; I think those would be necessary for ragdoll physics.

Also are there any plans for wheeled vehicles after the Spiderbot? I always dreamed to see something like UT2k4s Scorpion in Nexuiz :)


I think tZork said he wasn't too interested in pursuing wheeled vehicles at the moment, but if you will code it, then I'll be happy to model and texture (and rig the suspension system?) the graphics for it, and collision mesh if desired.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby toneddu2000 » Wed Oct 28, 2009 10:51 pm

Flying Steel wrote:but if you will code it, then I'll be happy to model and texture (and rig the suspension system?) the graphics for it, and collision mesh if desired

Me too! :D I offered my (little) modeling knowledge for a wheeled vehicle!
Then, Flying Steel, if you don't want to start by modeling a vehicle and want to finish an unfinished project, there's my percival model, that is still in the air :oops: , you can find it here !
toneddu2000
Alien trapper
 
Posts: 251
Joined: Mon Mar 09, 2009 7:56 pm
Location: Italy

Postby Flying Steel » Thu Oct 29, 2009 3:15 am

I was thinking of making a six wheeled LAV with a slightly exaggerated suspension system to maybe take advantage of all this ODE magic at some point. Or whatever whoever was doing the coding really wanted.

But I took a look at your percival model and I'll respond on that in the thread you linked to.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby toneddu2000 » Sat Oct 31, 2009 10:55 am

yes, I saw it, thanks for your hints Flying Steel, if you need a hand for modeling some specific parts of your "six wheeled Monster" I could help you( sorry for my ignorance, what is a LAV?) :D !
In these days I've very little free time, but for small details like tyres or suspensions I can try! About the ODE physics for vehicles, I've seen on ODE Docs site section here, that it explains how to create a vehicle. Now, I'm very stupid about programming, so my question (I post it to devs :D )is: Is it possible to use Ode "commands" inside Nexuiz like this I found on that site?
Code: Select all
void applyAntiSwayBarForces() {
    amt = 0;
    for(int i = 0; i < 4; i++) {            
        Vector3 anchor2 = wheels[i].Joint.Anchor2;
        Vector3 anchor1 = wheels[i].Joint.Anchor;
        Vector3 axis = wheels[i].Joint.Axis2;

        displacement = Vector3.Dot(anchor1-anchor2, axis);

        if(displacement > 0) {
            amt = displacement * swayForce;
            if(amt > swayForceLimit)
                amt = swayForceLimit;
            wheels[i].Body.AddForce(-axis *amt); //downforce
            wheels[i^1].Body.AddForce(axis *amt); //upforce
        }
    }
}         

Curious people can take a look at this link and this !
toneddu2000
Alien trapper
 
Posts: 251
Joined: Mon Mar 09, 2009 7:56 pm
Location: Italy

Postby Flying Steel » Sun Nov 01, 2009 12:51 am

LAV = Light Armored Vehicle.

Anyway I probably wouldn't start work on the graphics for such a thing until a coder was ready to take a swing at implementing it in Nexuiz.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby toneddu2000 » Sun Nov 01, 2009 4:39 pm

Flying Steel wrote:LAV = Light Armored Vehicle

ok, thanks!
Flying Steel wrote:Anyway I probably wouldn't start work on the graphics for such a thing until a coder was ready to take a swing at implementing it in Nexuiz.

Yeah, you're right. This happened to me too with Percival. Once uploaded I thought that some coder told me: "Hey, put some bones on your model and rename it so so and I'll try to write some code for moving it!" Instead no one were interested. This maybe, because the atmosphere that rules on this forum is that "vehicles are inappropriate or not so useful for Nexuiz Gameplay". But ,IMHO of course, Nexuiz shouldn't represent only a well known fast paced GPL game, but also a source (with its physics, animation, gaming features) for future games that can would be created. If I ,for example, knew a code genius, and together we create a driving- shooting GPL game like GTA, maybe this wouldn't be similar to Nexuiz Gameplay, but maybe 1000 people all around the world would love it. I don't know if someone has my same thoughts.
toneddu2000
Alien trapper
 
Posts: 251
Joined: Mon Mar 09, 2009 7:56 pm
Location: Italy

Postby Flying Steel » Sun Nov 01, 2009 8:14 pm

toneddu2000 wrote:Yeah, you're right. This happened to me too with Percival. Once uploaded I thought that some coder told me: "Hey, put some bones on your model and rename it so so and I'll try to write some code for moving it!" Instead no one were interested.


Well currently only tZork is working on coding vehicles, and he has created two of them and expressed some interest in making a third flying one. He just isn't interested in making a vehicle with physics that simulates your average wheeled vehicle.

However, a skid steering wheeled vehicle (like your average tracked vehicle) might be alot more palatable, since it can turn in place, just like a player character can or the other nexuiz vehicles.

This maybe, because the atmosphere that rules on this forum is that "vehicles are inappropriate or not so useful for Nexuiz Gameplay".


I don't think anyone feels that way, anymore at least. The spiderbot and race have had a unanimously positive reception and vehicles are scheduled to become a stable feature in version 2.6.

It is just a matter of an individual coder deciding to take up the work of coding a new vehicle or vehicle type. And if he does so he has a very good supply of us artists who seem willing to do the graphics for said vehicle (at least four of us, maybe seven).
Last edited by Flying Steel on Mon Nov 02, 2009 4:24 am, edited 1 time in total.
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

Postby LordHavoc » Mon Nov 02, 2009 12:16 am

Flying Steel wrote:LordHavoc said constraints are not yet implemented; I think those would be necessary for ragdoll physics.


It sounds like div0 has implemented constraints...
LordHavoc
Site Admin
 
Posts: 191
Joined: Wed Mar 29, 2006 7:39 am
Location: western Oregon, USA

Postby LordHavoc » Mon Nov 02, 2009 12:23 am

toneddu2000 wrote:Now, I'm very stupid about programming, so my question (I post it to devs :D )is: Is it possible to use Ode "commands" inside Nexuiz like this I found on that site?


I chose not to support ode functions at all in the QuakeC side, because they would not be saved to savegames, I went for entirely entity-based implementation, all automatic (you only set it up to use physics and configure it a bit).

Any constraint configuration would be in entity fields.
LordHavoc
Site Admin
 
Posts: 191
Joined: Wed Mar 29, 2006 7:39 am
Location: western Oregon, USA

Postby Flying Steel » Tue Nov 03, 2009 2:14 am

LordHavoc wrote:It sounds like div0 has implemented constraints...


Good to hear, thanks div!
Flying Steel
Keyboard killer
 
Posts: 623
Joined: Fri May 08, 2009 9:13 pm

PreviousNext

Return to Nexuiz - Development

Who is online

Users browsing this forum: No registered users and 1 guest

cron