Just implemented CollideGetExtent. Should fix whatever actually uses it.
I also noticed that gyroscopic precession (or some simulated form of precession) is severely exaggerated.
Like how a top stays upright as it spins. Video still loading, but here [url]http://www.youtube.com/watch?v=ufX00yFQuHg&feature=youtu.be[/url]
Edit: This seems to occur only with certain (usually long, thin, and heavy) objects.
[QUOTE=Skyfire12;44192292]I also noticed that gyroscopic precession (or some simulated form of precession) is severely exaggerated.
Like how a top stays upright as it spins. Video still loading, but here [url]http://www.youtube.com/watch?v=ufX00yFQuHg&feature=youtu.be[/url]
Edit: This seems to occur only with certain (usually long, thin, and heavy) objects.[/QUOTE]
Huh, weird. [url=http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?f=9&t=602]This was also certainly mentioned on the bullet forums[/url].
However, I honestly have no idea what's happening, so I probably can't fix this on my own.
I wonder, does the entitiy's drag have anything to do with it?
[QUOTE=MrWhite;44195217]I wonder, does the entitiy's drag have anything to do with it?[/QUOTE]
Nope, if anything it's slowing down the prop when it does that.
Question more about the physics engine then the progress of this, but would bullet physics allow for using gyroscopes for stabilization?
[QUOTE=viperfan7;44221895]Question more about the physics engine then the progress of this, but would bullet physics allow for using gyroscopes for stabilization?[/QUOTE]
I'm pretty sure you can achieve this using motion controllers in valve's vphysics and mine.
[QUOTE=Grayman;44223311]I'm pretty sure you can achieve this using motion controllers in valve's vphysics and mine.[/QUOTE]
I meant more like using a standard prop as the reaction mass, instead of having to code a special entity to use the motion controller, I always thought that valve's vphysics didn't/couldn't do gyroscopic effects
[QUOTE=viperfan7;44227439]I meant more like using a standard prop as the reaction mass, instead of having to code a special entity to use the motion controller, I always thought that valve's vphysics didn't/couldn't do gyroscopic effects[/QUOTE]
Ah, I'm not too sure. You'd have to look that up on bullet forums or something.
Well, that was a fun spring break. Time to get back to business!
Speaking of business, I've fixed that pesky bug where removing an object that was supporting sleeping objects on top of it wouldn't wake the sleeping objects.
[QUOTE=Grayman;44245642]Well, that was a fun spring break. Time to get back to business!
Speaking of business, I've fixed that pesky bug where removing an object that was supporting sleeping objects on top of it wouldn't wake the sleeping objects.[/QUOTE]
Like you said before, about changing the character controller. Is there anything specific you're really going to rework with a new character controller?
[QUOTE=pilot;44245724]Like you said before, about changing the character controller. Is there anything specific you're really going to rework with a new character controller?[/QUOTE]
Well, I certainly want to try and make it smoother and easier to walk on moving props.
However, I still don't fully understand how the game's movement works, and even then the vphysics player controller is only half of how the game controls the player's movement on props (looks like it's just used to push props around, but the game does get a velocity from the player controller).
[QUOTE=Grayman;44245913]Well, I certainly want to try and make it smoother and easier to walk on moving props.
However, I still don't fully understand how the game's movement works, and even then the vphysics player controller is only half of how the game controls the player's movement on props (looks like it's just used to push props around, but the game does get a velocity from the player controller).[/QUOTE]
You should ask the people/person who did the gravity hull mod what they did to make it so players could walk on moving props perfectly fine. I know it involved some sort of remote room, but it worked really well and it might be possible to replicate the method at a physics level rather than some fancy hackery.
[QUOTE=ricky23;44269649]You should ask the people/person who did the gravity hull mod what they did to make it so players could walk on moving props perfectly fine. I know it involved some sort of remote room, but it worked really well and it might be possible to replicate the method at a physics level rather than some fancy hackery.[/QUOTE]
Well, last I've heard the mod is dead and the creator moved on, so I don't know.
But anyways, in other news I've been working on exposing user constraints to lua. Probably will be terrible in the performance department, but whatever.
[URL="http://pastebin.com/vA473Bgc"]Here's[/URL] an example of what a custom constraint would look like.
P.S: Been running a little dry on donations lately, [URL="http://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=3UA358MF6QLZE"]wouldn't mind some more.[/URL]
P.S: Been running a little dry on donations lately, [URL="http://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=3UA358MF6QLZE"]wouldn't mind some more.[/URL][/QUOTE]
I was going to wait for my tank tracks, but maybe I'll see if i can help get the wheels rolling again. That rolling/snagging problem is killing m(y contraptions)e.
[QUOTE=ricky23;44269649]You should ask the people/person who did the gravity hull mod what they did to make it so players could walk on moving props perfectly fine. I know it involved some sort of remote room, but it worked really well and it might be possible to replicate the method at a physics level rather than some fancy hackery.[/QUOTE]
Yeeeeeah, just use a separate shadow room that's outside the level, that's no hackery at all.
[QUOTE=viperfan7;44227439]I meant more like using a standard prop as the reaction mass, instead of having to code a special entity to use the motion controller, I always thought that valve's vphysics didn't/couldn't do gyroscopic effects[/QUOTE]
When I get home i'll try to make a video of gyroscopic effects in valve's physics. With decently heavy props, and a fast enough rotation, you can achieve gyro-stabilization pretty easily. It's easiest to see on objects with gravity disabled. You can even see the 90 degree out of phase property that occurs when you press down on one side of a spinning object, and it causes the side 90 degrees away to go down.
[QUOTE=cartman300;44272516]Yeeeeeah, just use a separate shadow room that's outside the level, that's no hackery at all.[/QUOTE]
It wasn't actually outside the level, it just spawned the physics meshes of the selected props somewhere else where there was room on the map, nocollided them with everything, and then, before every render call moved the player there, did physics stuff, and moved them back. Of course it's a hack, but a damned good one.
...Except on maps with lots of water, where the hull would sometimes be placed just above the water level and you'd hear splish-splash sounds as you walked along. Now if you were building a submarine, that's perfect immersion stuff, but if you're building a space ship? Not so much.
Bonus points if you can find the ghost room (it's barely visible) and put the hull inside itself.
[QUOTE=LimEJET;44272713]It wasn't actually outside the level, it just spawned the physics meshes of the selected props somewhere else where there was room on the map, nocollided them with everything, and then, before every render call moved the player there, did physics stuff, and moved them back. Of course it's a hack, but a damned good one.
...Except on maps with lots of water, where the hull would sometimes be placed just above the water level and you'd hear splish-splash sounds as you walked along. Now if you were building a submarine, that's perfect immersion stuff, but if you're building a space ship? Not so much.[/QUOTE]
I'm not so sure splish-splash in a submarine is a good thing either :v:
Huh, thought the phantom room would've been placed outside of the main level.
Anyhow, I did expose some physics environment stuff to lua. Maybe it would benefit from putting the objects into an entirely different environment?
[QUOTE=Skyfire12;44272511]
I was going to wait for my tank tracks, but maybe I'll see if i can help get the wheels rolling again. That rolling/snagging problem is killing m(y contraptions)e.[/QUOTE]
Yeah, I'll probably have to ask the bullet developer what's up with this. I'm not too sure what's happening.
[QUOTE=Grayman;44281338]Huh, thought the phantom room would've been placed outside of the main level.[/QUOTE]
Yeah, that was the plan, but it turned out that nothing really [I]works[/I] outside the level boundaries. Physics included.
[QUOTE=Skyfire12;44272511]
I was going to wait for my tank tracks, but maybe I'll see if i can help get the wheels rolling again. That rolling/snagging problem is killing m(y contraptions)e.[/QUOTE]
Alright, so I looked into it and I can't reproduce the snagging on the helicopter bomb. The pulley wheels bounce around because of the low physics mesh polycount, but I'm not seeing any snagging. Are you running an old copy of vphysics, by any chance?
And yeah, I saw the helicopter bomb snag at the beginning of your video. I have no idea what caused that.
A long time ago, stuff like that happened regularly because some contact points were inverted as a direct result of setting the collision margin really low. However, the bullet developer fixed that and I pulled the changes into my copy of bullet.
Anyways, to remove the bouncing you should surround/replace the collision meshes of the objects with perfect cylinders/spheres, which I will look at exposing through the lua interface in the future. And maybe if we're lucky, studiomdl will be updated in the future to directly support these types of collision shapes.
so any news on your progress?
[QUOTE=viperfan7;44343302]so any news on your progress?[/QUOTE]
Well, I forgot what I was doing so I'm looking at the physics mesh creation facilities in the collision interface.
Turns out QHull doesn't actually support convex decomposition, so looks like I'm adding in a new library! Woo!
But not today anyways, I have some school work I need to do.
Did I say I couldn't replace pimpmyride? Well, that was a big fat lie!
Added in a hack of sorts so physics objects keep track of attached vehicle controllers and exposed a vehicle controller lua class in GMVPhy.
Should be able to do what pimpmyride can once I've got it all implemented, plus it won't break if the entity class changes!
[del]As of now you just have to call PhysObj:GetVehicleController(). Can't get the vehicle controller from the Vehicle class.[/del]
[editline]Edited:[/editline]
Actually, you can get the vehicle controller from the Vehicle lua class. Call Vehicle:GetPhysicsObject():GetVehicleController().
[QUOTE=Grayman;44387827]Did I say I couldn't replace pimpmyride? Well, that was a big fat lie!
Added in a hack of sorts so physics objects keep track of attached vehicle controllers and exposed a vehicle controller lua class in GMVPhy.
Should be able to do what pimpmyride can once I've got it all implemented, plus it won't break if the entity class changes!
As of now you just have to call PhysObj:GetVehicleController(). Can't get the vehicle controller from the Vehicle class.[/QUOTE]
Awesome :dance:
[video=youtube;-At6SEBoFjM]http://www.youtube.com/watch?v=-At6SEBoFjM[/video]
Woo, custom collision shapes. In this case, it's a cylinder shape, and the roll is [I]super[/I] smooth.
I will expose others through the collision interface too, like spheres and cones. CreatePhysicsSphere is deprecated.
[url=http://pastebin.com/ANSkYYVr]Here's[/url] an example of it from lua.
[QUOTE=Grayman;44393294][video=youtube;-At6SEBoFjM]http://www.youtube.com/watch?v=-At6SEBoFjM[/video]
Woo, custom collision shapes. In this case, it's a cylinder shape, and the roll is [I]super[/I] smooth.
I will expose others through the collision interface too, like spheres and cones. CreatePhysicsSphere is deprecated.
[url=http://pastebin.com/ANSkYYVr]Here's[/url] an example of it from lua.[/QUOTE]
This is gonna make so many things amazing, can't wait to see some spheres.
[QUOTE=Willox;44393337]This is gonna make so many things amazing, can't wait to see some spheres.[/QUOTE]
Spheres already exist under valve's vphysics using CreatePhysicsSphere. In fact, I think the ball SENT uses a sphere for its collision model.
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