I fixed that annoying issue with removing objects attached to soft bodies. Should remove a crash and weird behavior.
Speaking of soft bodies, are there any huge requests for what I should implement next?
You can probably find a lot of the stuff bullet soft bodies support by googling for it.
[QUOTE=Grayman;44078222]I fixed that annoying issue with removing objects attached to soft bodies. Should remove a crash and weird behavior.
Speaking of soft bodies, are there any huge requests for what I should implement next?
You can probably find a lot of the stuff bullet soft bodies support by googling for it.[/QUOTE]
Three things.
Welds that can be deformed but not broken, and have a set strength.
Softbody tires. Sprops tires have separate body groups, shouldnt be too hard, right XD. Or even better, soft bodies by object groups in general, and expose the variables for the soft body in lua so you could set deformation values, whether or not it stays deformed or springs back, and the damping of the soft body deformation
Fix the placing of sliders? Weird problems shown in the gif of the thruster engine attempt
I really hate to be the one making requests, but I promise you, in a couple months when I have electronic money, I'll toss some your way.
I'm guessing this won't work even with the new physics engine, but deformable brushes? That way, we could have the ground deform.
[QUOTE=LimEJET;44083159]I'm guessing this won't work even with the new physics engine, but deformable brushes? That way, we could have the ground deform.[/QUOTE]
Make a map out of props. Like, really fricken huge ones.
[QUOTE=TheMrFailz;44083489]Make a map out of props. Like, really fricken huge ones.[/QUOTE]
That would result in serious collision issues because instead of riding on the world, props would be on props on propswelded to props on props that were on props welded to the ground.
I think a deformable ground is very possible physics wise. Visuals would probably be a no go, As that obviously isn't handled by physics.
Deformable ground should be possible from a physics standpoint. I heard somewhere the graphics part uses IMesh, so graphics should be OK too but I can't change that, at least not now.
Softbody tires will be totally possible, but I won't specifically add anything in the interface for them. You should be able to create them yourself manually, and specify any properties you want with them.
Also, I couldn't care less who's making the requests as long as they're good requests.
[QUOTE=Grayman;44083946]
Softbody tires will be totally possible, but I won't specifically add anything in the interface for them. You should be able to create them yourself manually, and specify any properties you want with them.[/QUOTE]
I'm gonna go lua up some c++ so I can compiling when my programs are coding.
This is one of those times I wish I knew more than how to make a basic web browser in vc# :/
[QUOTE=Grayman;44083946]Deformable ground should be possible from a physics standpoint. I heard somewhere the graphics part uses IMesh, so graphics should be OK too but I can't change that, at least not now.
Softbody tires will be totally possible, but I won't specifically add anything in the interface for them. You should be able to create them yourself manually, and specify any properties you want with them.
Also, I couldn't care less who's making the requests as long as they're good requests.[/QUOTE]
You'll probably rape the GPU if you do softbodies without doing on-GPU transformations.
If wiremod hydraulics (elastic with a changeable constant and length?) were added in, and you touched up sliders, most contraptions would probably work.
As of now trying to place the hydraulic controller results in a crash, and lots of people use wiremod.
The elastics dont even have to be fancy either. Would it be possible to say that the applied force is the difference from the original distance away squared, multiplied by the constant?
[QUOTE=Cold;44084741]You'll probably rape the GPU if you do softbodies without doing on-GPU transformations.[/QUOTE]
Fun part about this is if I even wanted to move to bullet 3 to support the GPU, bullet 3 removed the soft body library to be "rewritten," even though it's some of the nicest code I've ever seen compared to bullet.
But yeah, probably won't be seeing GPU support because everyone uses dedicated servers without GPUs. Prepare for CPU raping.
[QUOTE=Grayman;44086004]Fun part about this is if I even wanted to move to bullet 3 to support the GPU, bullet 3 removed the soft body library to be "rewritten," even though it's some of the nicest code I've ever seen compared to bullet.
But yeah, probably won't be seeing GPU support because everyone uses dedicated servers without GPUs. Prepare for CPU raping.[/QUOTE]
The performance of the simulation itself isn't a problem, its the rendering part that is.
We can't update the GPU vertex buffer every single frame without raping the FPS.
I think you briefly mentioned this before, but a working cloth can be revolutionary in terms of things that has been done in Source.
And if you can be really fancy, maybe cloth that is breakable.
[QUOTE=Grayman;44086004]Fun part about this is if I even wanted to move to bullet 3 to support the GPU, bullet 3 removed the soft body library to be "rewritten," even though it's some of the nicest code I've ever seen compared to bullet.
But yeah, probably won't be seeing GPU support because everyone uses dedicated servers without GPUs. Prepare for CPU raping.[/QUOTE]
Don't amazon instances have gpu support?
[QUOTE=Fire;44087528]Don't amazon instances have gpu support?[/QUOTE]
Amazon G2 instances are not cheap, several hundred a month for a single instance.
edit:
[IMG]http://i.imgur.com/3ynd90O.png[/IMG]
[QUOTE=winsanity;44087725]Amazon G2 instances are not cheap, several hundred a month for a single instance.
edit:
[IMG]http://i.imgur.com/3ynd90O.png[/IMG][/QUOTE]
Ouch! How is usage estimated? Is that GPU core usage, or instance usage? If it's GPU core usage, how hard would something like this hit the gpu?
I just used this [URL]http://calculator.s3.amazonaws.com/index.html[/URL] to get those numbers. I'm not sure what it counts as utilization, but the price is the same as setting usage to max hours/month.
NFO has a box with the same specs, minus a gpu for $179/month.
Yeah, GPU support isn't worth it.
In other news, spring constraints are working for the most part.
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[QUOTE=Grayman;44090503]Yeah, GPU support isn't worth it.
In other news, spring constraints are working for the most part.
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Holy crap, elastic works a thousand times better!
Also, thruster or hydraulic engines only work when you hold them with the physgun, freezing them or letting them go makes the pistons go out of the sides of the main prop, and the whole thing spins wildly.
Grayman nice job
Garry should hire you in GMod Team [img]http://www.facepunch.com/fp/ratings/winner.png[/img]
Amazing job Grayman we all look forward to the day all the constraint types working!
I just want to throw my two cents into the whole GPU discussion.
I understand the argument towards no GPU due to the fact that current server hosts do not offer machines with GPU's and that for the time being Bullet 3.0 has removed soft-bodies which would set you back in terms of all the recent work you've done with soft-bodies however come the point in time that Bullet has reinstated soft-bodies the argument towards not allowing GPU support because of server host hardware falls thin. I say this for two reasons, the first being that an option can be added to enable/disable the use of GPU processing not to mention it would give people who did have the ability to use a GPU an advantage over those who did not, and we can't forget those of us who use single-player which may be more than you realize.
As for suggestions, I second the notion for Terrain Deformation, BodyGroups having collisions, C++ based weapon projectiles having collision callbacks (being able to hit Entity.PhysicsInitSphere for example) the ability to edit vehicle properties on the fly and finally getting that CCD Solver ;)
Thank you for your amazing work my good sir!
Have $5. It's not much, but I hope it helps!
Just fixed the gravity gun eating props that you pick up.
Remember kids, if a normal isn't normal, shit fucks up!
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[QUOTE=Grayman;44107138]Just fixed the gravity gun eating props that you pick up.
Remember kids, if a normal isn't normal, shit fucks up!
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Lol, i was wondering about that.
Also, props that were duped with elastics or hydraulics on them bug the fck up. Meaning, the wheels go all over the place and the game starts lagging really bad on a dedicated server on an overclocked i7 with the server running on a ramdisk
[QUOTE=ricky23;44107229]Lol, i was wondering about that.
Also, props that were duped with elastics or hydraulics on them bug the fck up. Meaning, the wheels go all over the place and the game starts lagging really bad on a dedicated server on an overclocked i7 with the server running on a ramdisk[/QUOTE]
Hydraulics and elastics duplicate OK for me. Any other constraints on the object you're duplicating?
[QUOTE=Grayman;44107510]Hydraulics and elastics duplicate OK for me. Any other constraints on the object you're duplicating?[/QUOTE]
hydraulics, ballsockets and welds for vehicles
Here's a video of a couple quarks I've ran accross, and a tiny stress test with multiple props
[video=youtube;pnfEEzZMQ1k]http://www.youtube.com/watch?v=pnfEEzZMQ1k[/video]
[QUOTE=kklouzal23;44107973]Here's a video of a couple quarks I've ran accross, and a tiny stress test with multiple props[/QUOTE]
Airboats are a known not work. The problem you were having rotating your props is the same thing that i was talking about with my barrels back a page. The constraints are applied after the physgun rotation or something and you just cannot rotate it
Ill try to grab a screenshot or something of what is happening with the dupes
**EDIT**
Truck i built a couple months ago. When unfrozen......
[t]http://cloud-3.steampowered.com/ugc/3336344260680134273/5306DB713EBD450EA8FDF79186D2DBFC98A07BD9/[/t]
[t]http://cloud-4.steampowered.com/ugc/3336344260680130065/0234A69E81ED1943DE0EEEEB513B36B4B4E1AD2A/[/t]
Its not object specific, in fact, its WAAAY worse with lighter vehicles. This thing weighs about 40000kg
[QUOTE=kklouzal23;44107973]Here's a video of a couple quarks I've ran accross, and a tiny stress test with multiple props
...[/QUOTE]
Huh, that buoyancy thing is pretty weird. [del]What map is this?[/del]
[editline]Edited:[/editline]
Found the cause: The water is one giant brush, and the AABB encompasses the entire map under z=0, and a ghost object reports any objects overlapping its AABB, not its collision shape.
[QUOTE=ricky23;44108071]Airboats are a known not work. The problem you were having rotating your props is the same thing that i was talking about with my barrels back a page. The constraints are applied after the physgun rotation or something and you just cannot rotate it
Ill try to grab a screenshot or something of what is happening with the dupes
**EDIT**
Truck i built a couple months ago. When unfrozen......
...[/QUOTE]
Looks like objects that are supposed to have no collisions have collisions. I think this is also causes some props that are constrained to the level in some maps to flip out.
I found it, i found it. I fugging FOUND IT :D (i think)
the props are all still in sleep mode!
if I keep trying to unfreeze it, its constant, unfroze 89 objects.
Tried disabling collisions on a simpler car and still nope :/
[CODE][AdvDupe2NotifyPaste] Player: Jombo23 Pasted File, working acf with, 23 Entities and 61 Constraints.
[AdvDupe2Notify] Pasting...
[AdvDupe2Notify] Finished Pasting!
Bad SetLocalOrigin(-4217.810059,-21491.652344,-16730.613281) on prop_physics (199)
Crazy physics on [382][prop_physics] [Ang:-0.000000,0.000000,0.000000] [Pos:1557.492065,19838.113281,12497.328125] - removing
Crazy physics on [342][prop_physics] [Ang:-29.973713,-157.845276,-98.278854] [Pos:1011.918579,17938.250000,7400.480957] - removing
[/CODE]
the car is literally a plate with some wheels roped, ball socketed and hydrauliced to it with an acf engine. First thing made in gmod 13
[QUOTE=ricky23;44108158]I found it, i found it. I fugging FOUND IT :D (i think)
the props are all still in sleep mode!
if I keep trying to unfreeze it, its constant, unfroze 89 objects.
Tried disabling collisions on a simpler car and still nope :/
[CODE][AdvDupe2NotifyPaste] Player: Jombo23 Pasted File, working acf with, 23 Entities and 61 Constraints.
[AdvDupe2Notify] Pasting...
[AdvDupe2Notify] Finished Pasting!
Bad SetLocalOrigin(-4217.810059,-21491.652344,-16730.613281) on prop_physics (199)
Crazy physics on [382][prop_physics] [Ang:-0.000000,0.000000,0.000000] [Pos:1557.492065,19838.113281,12497.328125] - removing
Crazy physics on [342][prop_physics] [Ang:-29.973713,-157.845276,-98.278854] [Pos:1011.918579,17938.250000,7400.480957] - removing
[/CODE]
the car is literally a plate with some wheels roped, ball socketed and hydrauliced to it with an acf engine. First thing made in gmod 13[/QUOTE]
Can I see the dupe file?
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