ODE implemented in Darkplaces

Developer discussion of experimental fixes, changes, and improvements.

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ODE implemented in Darkplaces

Postby MirceaKitsune » Tue Oct 20, 2009 11:01 pm

I seen this in SVN and had to share it here. The ODE physics engine was officially implemented in Darkplaces today and appears to be nicely working :D Looks very good and is far less laggy than Twig from what I heard. It's still experimental and disabled by default, but apart from the bouncing and lag everything seem to be good. Nexuiz is finally going to have its long dreamed physics engine now :)

If anyone wants to test this, you can easily do so by doing the following:

1 - Download this archive (alt link) and unpack it in the main Nexuiz folder (choose to overwrite if asked). Should work with both 2.5.2 and SVN.

2 - Start Nexuiz via the executable included in that archive.

3 - Go to Settings -> Input and at the bottom of the key mapping list select an empty userbind and click Edit. Under 'Command when pressed' write +button8 and for 'Command when released' use -button8, then bind the new mapping to any key you wish.

4 - Open the console and set 'sv_cheats 1' then 'map pb_phystest1' (without the ''s).

5 - Enjoy :) Use the new key binding to pick up physical objects and drag them around.

Youtube link

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Postby Darcshadow7 » Wed Oct 21, 2009 1:48 am

Wow, that is great! :)
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Postby Flying Steel » Wed Oct 21, 2009 3:14 am

Awesome stuff.

I am really looking forward to seeing all the new features that will build off of this.
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Postby FruitieX » Wed Oct 21, 2009 4:31 am

http://www.youtube.com/watch?v=175oH4Ft_Nw

:D

btw: recorded with slowmo 0.1, as the physics collisions seem to be excaggarated then :P
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Postby paperclips » Wed Oct 21, 2009 4:25 pm

in lack of words other than excellent work devs and WOW!! :D
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Postby Rad Ished » Wed Oct 21, 2009 5:14 pm

:o :O :( )
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Postby PinkRobot » Wed Oct 21, 2009 8:23 pm

Code: Select all
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PB Domino D-Day crashing a server near you very soon!
Now with new shiny avatar.
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Postby Yoda almighty » Thu Oct 22, 2009 12:41 am

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    FISH               /////// 
   <><                (o )(o )
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:D
Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Postby Sven » Thu Oct 22, 2009 12:38 pm

Wow its great...and works with each model
but can you make that shots, jumppads and forcefields (trigger_impulse) can move them.
also players should be able to push the models and if a model hit a player the force could be the damage? (player got hit from 1 by 100mph/kmh or whatever and get 50% (50hp) damage)

would be cool and i know that its just testing and so an but i just want to give you some suggestions ;)

lg,
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Postby divVerent » Thu Oct 22, 2009 12:59 pm

1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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