What is the "stick physics" about? Will it be inco

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  • On nexuiz ninjaz there is a video on the front page of "QuakeC stick physics". It looks pretty nice. Will this be incorporated as a server variable in DP or something? The post is light on details, I'm asking because I have no idea what it's talking about, except that boxes bounce realistically with it and tumble and such.
    take_this_cup_of_poison
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Mon Oct 27, 2008 5:27 pm

  • Those physics were/are pretty unstable back then (boxes at light speed, boxes getting stuck) and have considerable server load. I don't think they'll ever get included.
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    SavageX
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Mon Oct 27, 2008 5:45 pm

Mon Oct 27, 2008 9:39 pm

  • [-z-] wrote:How about you read the links I posted in the article to avoid asking questions that have already been answered?

    http://forums.inside3d.com/viewtopic.php?t=1199 Urre's thread
    http://www.teknikus.dk/tj/gdc2001.htm - The article that inspired him


    Ah, sudden snippyness. How about you stop banning people who talk about smoking pot from your forum when you yourself indulge in that product?

    (I don't care, just either stop using said herbal medicine and keep the ban, or lift the ban and continue... as it stands you've only banned the person because your afraid of the law... and I don't like it when people respect the law rather than believe in their own freedom).

    I wanted some info from here since it sounded like the stickphysics was not a mature or viable project, and this turned out to be true (high load etc).

    You shouldn't cave in to fear. Don't let the law tell you what can and can't happen on your forum.
    take_this_cup_of_poison
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Mon Oct 27, 2008 11:57 pm

  • Again your assumptions are getting in the way of your READING TIME. Stop fabricating information and educate yourself before furthering people's negative opinion of you.

    Stop wasting my time.
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    [-z-]
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Tue Oct 28, 2008 1:25 pm

  • Yay! NN politics fought out at the Alientrap forums! Please keep going :D

    I like the stick physics thing, even if it is impractical to put into Darkplaces it looks very interesting from the video. That post [-z-] linked to is indeed a fun read. But Mikee? Maybe you should have posted some links to it yourself in the first post? This could have been a proper discussion.
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    PinkRobot
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Tue Oct 28, 2008 1:30 pm

  • Ready...

    Fight.

    Seriously - why not stick physics... sure, they'd be a bit broken, but who cares for some corner cases.

    The bigger problem is, indeed, their cost as measured in entities.
    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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    divVerent
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Wed Oct 29, 2008 7:26 pm

  • I would add them, and use them for something VERY simple. like that, they will be improved over time, but hurt nobody, and if after a few releases all the bugs could be fixed with the simple thing they are used for, they can be used for more.

    It would be a shame to let the code bitrot
    Asraniel
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Wed Oct 29, 2008 7:38 pm

  • I suggest that the entity maximum be increased... which means changing the var type from a int to a long int... which means brute force changing of it at every place in the DP code and possibly nexuiz game code... I've done stuff that is similar in brute foratude many times in my perl scripts and php ones because I always take the crappy naieve approach to do things (for instance I just took a test, and because I couldn't remeber the summation tricks I implemented a brute force summation program that took 30 sec to execute for the problem on the test (while loop)) aswell as the sedless do-by-hand approach to fixing code (find every instance, change by hand) so... if it is possible... and direction is given... I think I would be happy to change the entity register from int to long and edit whatever functions need to be edited in that direction.

    I would need to be informed of things though...
    And this assumes it wouldn't break the netcode :P.
    take_this_cup_of_poison
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Wed Oct 29, 2008 7:44 pm

  • It will. The network protocol itself is limited to 32768 entities.

    However, even if you did increase that, think of the bandwidth increase it will cause. You can only send so many entities in a single UDP packet (MTU = 1500 bytes)... and longer entity numbers could easily increase the bandwidth use by 50% on "normal" servers, which can be a big issue on large maps with many items, or when many players are active and will lead to players not seeing weapon shots.
    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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    divVerent
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Wed Oct 29, 2008 10:37 pm

  • Perhaps they could be put into use if ever there is a 'singleplayer' campaign style mode. Would be neat.
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    Sepelio
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Thu Oct 30, 2008 6:05 am

  • yeah, i would put it in for non essential stuff, single player only, or perhaps client side, non important stuff only (like i don't know, you shoot into a brick wall, and there are pieces of bricks falling to the ground, stuff you can just do localy or disable).

    That way the code can mature over time, and perhaps a solution for the network problem can be found. Just not using it will just make the code useless in some time, when the nexuiz codebase is too far away from what it is today, and the physics code has to be rewritten.

    Yes i know, don't talk about stuff like that if you don't do it yourself, even worse, i'm a coder (even though i have 0 experience with quake c and the whole quake code), but i'm in the middle of my diploma thesis, and somehow involved into kde, so there is no time left. But i can try to make good suggestions :-)
    Asraniel
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Thu Oct 30, 2008 7:19 am

  • You see, if the wall is broken, your visibility is increased so you can shoot at previously not seen opponent, while he can't see you because your actions are not transmitted. This stuff could be used for such things as falling bodies, falling down through the portal (like in portal from hl2) , gibs and affect character animations (ut tournament style, strafing/jumping left-right affects your animation angle).
    Alien
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Thu Oct 30, 2008 7:46 am

  • Asraniel wrote:yeah, i would put it in for non essential stuff, single player only, or perhaps client side, non important stuff only (like i don't know, you shoot into a brick wall, and there are pieces of bricks falling to the ground, stuff you can just do localy or disable).

    That way the code can mature over time, and perhaps a solution for the network problem can be found. Just not using it will just make the code useless in some time, when the nexuiz codebase is too far away from what it is today, and the physics code has to be rewritten.


    It is likely to already require a full rewrite to add it to Nexuiz, as Nexuiz is quite far from Id Software's Quake code base, which Urre wrote his code for.
    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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    divVerent
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Thu Oct 30, 2008 11:31 pm

  • Alien wrote:You see, if the wall is broken, your visibility is increased so you can shoot at previously not seen opponent, while he can't see you because your actions are not transmitted. This stuff could be used for such things as falling bodies, falling down through the portal (like in portal from hl2) , gibs and affect character animations (ut tournament style, strafing/jumping left-right affects your animation angle).


    Hehe, yes i know that actually, my example was a VERY bad one. I actually only wanted falling bricks, not a destroyed wall. Totaly unrealistic, since there would be bricks falling out of a wall, without having any impact on the wall itself, but that's not the point anyway.

    @divVerent: didn't know that. thats sad.
    Asraniel
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