[QUOTE=Human Brutality;39484657]Would it be at all possible to take the newest version of Havok and retool it for source?[/QUOTE]
[B]Havok < Source[/B]
Plus, it would take a lot of time, and probably be nigh impossible to merge 2 very different game engines together.
[QUOTE=Fat-Corgi-Guy;39485825][B]Havok < Source[/B]
Plus, it would take a lot of time, and probably be nigh impossible to merge 2 very different game engines together.[/QUOTE]
I'm pretty sure havok is just the physics engine source uses, not a seperate game engine.
One thing I love to see in HL2 is animated trees like what CSGO and BF3 has, but getting it to match the shadows is one of the tricky parts.
[QUOTE=mdeceiver79;39486029]I'm pretty sure havok is just the physics engine source uses, not a seperate game engine.[/QUOTE]
Aaaah, I see, I thought he meant the [I]actual[/I]
[img_thumb]http://www.filmoria.co.uk/wp-content/uploads/2012/05/Havok-Logo.jpg[/img_thumb][I]engine[/I]
[QUOTE=Fat-Corgi-Guy;39486172]Aaaah, I see, I thought he meant the [I]actual[/I]
[img_thumb]http://www.filmoria.co.uk/wp-content/uploads/2012/05/Havok-Logo.jpg[/img_thumb][I]engine[/I][/QUOTE]
but havok isn't a game engine, it's just a physics engine....
unless you're talking about 'Havok Vision'
[QUOTE=endorphinsam;39486261]but havok isn't a game engine, it's just a physics engine....
unless you're talking about 'Havok Vision'[/QUOTE]
Havok isn't a physics engine, it's the name of the company, technically 'Vision' [I]is[/I] a 'havok engine'.
[QUOTE=Ereunity;39479520]Metrocops and vorts already have animations for it.[/QUOTE]
I never knew that, what do they look like?
[editline]6th February 2013[/editline]
[QUOTE=Fat-Corgi-Guy;39486850]Havok isn't a physics engine, it's the name of the company, technically 'Vision' [I]is[/I] a 'havok engine'.[/QUOTE]
?
[url]http://en.wikipedia.org/wiki/Havok_%28software%29[/url]
[quote]Havok Physics is a physics engine developed by Irish company Havok.[/quote]
[QUOTE=Tuskin;39488634]
?
[quote]Havok Physics is a physics engine developed by Irish company Havok[/quote][/quote]
The companies [I]name[/I] is 'Havok' and all of it's products basically all start with 'Havok'. So when someone says Havok, it can mean any one of those, or the company itself, not a specific product.
[url]http://havok.com/[/url]
[url]http://havok.com/products[/url]
aaand since he was referring to Havok and Source, in the same sentance, naturally I thought, well, he's referring to one game engine, so he probably was referring to the other game engine too.
Now I'm sorry if that's not what the poster meant, but that's just how my stupid brain interprets stuff from time-to-time.
That was mostly a misconception there, so It's okay.
[QUOTE=Human Brutality;39484657]Would it be at all possible to take the newest version of Havok and retool it for source?[/QUOTE]
How about we just leave the physics engine alone ?
Unless you want to spend all of the next year integrating another physics engine into Source.
But it won't be you guys who have to deal with the brunt of the force of such a tricky project, it is grayman who (with quite an amount of work done already) is porting it to source (started from a project by Tobba and JC), he will hopefully be done by the time you guys are ready for release, and the only work that has to be done is implementing it in the mod which probably wouldn't take long (I mean really short amount of time, less than an hour), it should only have upsides with this, and virtually no downsides. I do hope we can see it in the mod, since it really is a nice physics engine compared to Sources outdated Havok.
What would be nice though is if someone could get into contact with grayman (ken or another programmer in the mod, or anyone else if implementing it is simple without code changing) and ask him about how to implement such a thing inside a mod, so we could see how well the physics engine reacts with this mod at its current state. Also ask him if you guys could have it in your mod. Hopefully we can see whats going to happen with it.
[QUOTE=supersoldier58;39489451]But it won't be you guys who have to deal with the brunt of the force of such a tricky project, it is grayman who (with quite an amount of work done already) is porting it to source (started from a project by Tobba and JC), he will hopefully be done by the time you guys are ready for release, and the only work that has to be done is implementing it in the mod which probably wouldn't take long (I mean really short amount of time, less than an hour), it should only have upsides with this, and virtually no downsides. I do hope we can see it in the mod, since it really is a nice physics engine compared to Sources outdated Havok.
What would be nice though is if someone could get into contact with grayman (ken or another programmer in the mod, or anyone else if implementing it is simple without code changing) and ask him about how to implement such a thing inside a mod, so we could see how well the physics engine reacts with this mod at its current state. Also ask him if you guys could have it in your mod. Hopefully we can see whats going to happen with it.[/QUOTE]
(I don't know if you're talking about Bullet, or a newer Havok build), but if he plans on making it for Source, then he needs to emulate, or at-least give his Vphys replacement all the same inputs and calls/hooks that it currently has: this will take a long time, and will probably break more for a long time.
If he can pull it off though, and make it be a complete working Vphysics replacement: we'll definitely see, But until then I don't see it happening.
Thats actually what he has done right now, and has more done than your thinking, it is already usable in source source and has been for a while (ever since Tobba and JC were working on it) and now he is fixing bugs and improving, it is a vphysics replacement using the Bullet Engine based on all the inputs and hooks from the leaked vphysics from the HL2 Beta, I am uncertain about how to put it inside a mod (I asked grayman about it though, hopefully get a reply), but you can definitely put it inside gmod if you wanted to test it, and it works really well. I am optimistic about he being able to do this, and will probably have his project finished before this mod is ready to release.
If we get a reply from grayman about how to put it inside a mod, you should definitely try it and give us a update on it, I am curious about how it will react since Bullet seems superior to Sources outdated Havok build, and it seems like a good enhancement for HL2.
You should look at this thread as it gives some good info: [url]http://www.facepunch.com/showthread.php?t=1242860[/url] . It also links to the original thread which is a good thing to skim over for more information on the topic.
[QUOTE=SpotEnemyBoat;39486070]One thing I love to see in HL2 is animated trees like what CSGO and BF3 has, but getting it to match the shadows is one of the tricky parts.[/QUOTE]
Could well produce trees with subtle jigglebones, couple that with a wind entity defined in Hammer and it may well work.
[QUOTE=Snood_1990;39489713]Could well produce trees with subtle jigglebones, couple that with a wind entity defined in Hammer and it may well work.[/QUOTE]
Source already has a system for wind in trees, try finding it on the VDC.
As for the shadows: I think the best solution would be a "base" tree that is a static prop (So it can cast lightmapped shadows) and then have a prop_dynamic put ontop of it to simulate moving branches.
[QUOTE=Grayman]I won't be encouraging them to use the physics replacement as of now, because it isn't ready to be used by anything yet. However, they can feel free to use if they want to. If you wanted to try it out, just download it from the precompiled builds page, and put vphysics.dll into the "username/garrysmod/bin" folder.
Installing it for a source mod may be a little bit trickier, though.[/quote]
I got a reply from Grayman, I guess this means we will see how to implement it when he perfects it. Good news is though it looks like you can use it in your mod if you ever wanted to.
[QUOTE=supersoldier58;39491090]I got a reply from Grayman, I guess this means we will see how to implement it when he perfects it. Good news is though it looks like you can use it in your mod if you ever wanted to.[/QUOTE]
Yeah, it just replaces the existing Vphysics.
My main gripe with his project, is that he isn't going to be doing multithreading with it.
I would at-least like a "render quality" mode for it (as to prevent collision errors)
[editline]wasd[/editline]
Broke something.
[video=youtube;qQGqlNC9tkE]http://www.youtube.com/watch?v=qQGqlNC9tkE[/video]
LSD-Life 2: Tripping Balls
Rot-Life 2?
[highlight][B]No more names[/B],[I] even if it's just a joke[/I], [B]please![/B][/highlight]
[QUOTE=glitchvid;39489775]Source already has a system for wind in trees, try finding it on the VDC.
As for the shadows: I think the best solution would be a "base" tree that is a static prop (So it can cast lightmapped shadows) and then have a prop_dynamic put ontop of it to simulate moving branches.[/QUOTE]
No need. Csgo and l4d use material proxies to give the textures slight movement.
Little update here. I've been working a lot on some environment textures, and a little on Kleiner, Grigori, and Barney.
Here's some pics of changes to Barney, requested by some folks on the [I]Interlopers.net[/I] thread:
[img_thumb]http://i.imgur.com/BOlGDlL.jpg[/img_thumb][img_thumb]http://i.imgur.com/5ovfpX8.jpg[/img_thumb][img_thumb]http://i.imgur.com/REUjpUL.jpg[/img_thumb]
Barney is fine, if you keep working on him you'd probably burn out before you get to the rebels.
[QUOTE=The Jack;39498256]Barney is fine, if you keep working on him you'd probably burn out before you get to the rebels.[/QUOTE]
That's what she said. :v:
Sorry, had to be done.
Anyways, I say that I've been working on "a lot on environment textures, and a litte on Kleiner, and Grigori" and you say I'm gonna burn out just by working a little bit on Barney?
barney is perfect now
When I saw your first Barney I never thought I would say this, but this Barney is now perfect!
[QUOTE=Fat-Corgi-Guy;39493383][highlight][B]No more names[/B],[I] even if it's just a joke[/I], [B]please![/B][/highlight][/QUOTE]
God damn it you scared the shit out of me; I thought you got banned.
[QUOTE=xalener;39499303]God damn it you scared the shit out of me; I thought you got banned.[/QUOTE]
Hah, well, I can't just let the Moderators have [I]all[/I] the fun with [highlight][highlights][/highlight] :wink:
I wouldn't change a goddamn thing about barney now, it really is perfect.
[QUOTE=Fat-Corgi-Guy;39497646]Little update here. I've been working a lot on some environment textures, and a little on Kleiner, Grigori, and Barney.
Here's some pics of changes to Barney, requested by some folks on the [I]Interlopers.net[/I] thread:
[img_thumb]http://i.imgur.com/BOlGDlL.jpg[/img_thumb][/QUOTE]
his beard looks slightly wrong, you should redo it
maybe even change the eyes a bit
[editline].[/editline]
:v:
it was a joke, was it not obvious enough
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