[QUOTE=Grayman;44393480]Spheres already exist under valve's vphysics using CreatePhysicsSphere. In fact, I think the ball SENT uses a sphere for its collision model.[/QUOTE]
Yes except the player has box collision with valve's sphere.
[QUOTE=Skyfire12;44149164]What about wheels? I'm having a huge amount of trouble with them. It's almost like they snag as they roll. I'll post video as soon as it uploads.
(That's without make spherical, need to try that still)[/QUOTE]
Good news! I think I've fixed the inverted contact points problem completely.
Turns out it was some complex math bullshit, and I don't completely understand how I fixed it. But who cares, it's fixed!
[editline]Edited:[/editline]
Nevermind, that just broke it even further. Whoops.
Well anyways, [URL="https://github.com/DrChat/Gmod-vphysics/issues/30"]here's[/URL] the github issue. I'll update this as I find out stuff.
[editline]Edited:[/editline]
Okay, it's actually fixed now.
So, my man Grayman,
How playable is the current build of this? Could it work on a multiplayer 66 tick server?
[QUOTE=Diggz;44438667]So, my man Grayman,
How playable is the current build of this? Could it work on a multiplayer 66 tick server?[/QUOTE]
It's already really far. Crashes are extremely rare, I almost never get them while debugging (except for that pesky crash in client.dll when you exit the game).
Check it out and play with it. The download is up at Gran PC's builder thing.
Also, I think there might be a crash when you make a pulley constraint, as those are unimplemented. The game sometimes loves to not check to see if the constraint is NULL before calling functions on it.
[QUOTE=Grayman;44438691]It's already really far. Crashes are extremely rare, I almost never get them while debugging (except for that pesky crash in client.dll when you exit the game).
Check it out and play with it. The download is up at Gran PC's builder thing.
Also, I think there might be a crash when you make a pulley constraint, as those are unimplemented. The game sometimes loves to not check to see if the constraint is NULL before calling functions on it.[/QUOTE]
this != nullptr, hur dur :suicide:
I have another question...
How did you approach the lua implementation of this? Are existing physics commands still relevant or do we need additional documentation?
EDIT: I just tested this. This is glorious. Glorious.
Would it be possible for someone to throw together a short video that basically shows the biggest improvements over regular vphysics? The only ones I can think of now are slightly better welds and the ability to make player controllers that let you walk upside down.
[QUOTE=Diggz;44445209]I have another question...
How did you approach the lua implementation of this? Are existing physics commands still relevant or do we need additional documentation?
EDIT: I just tested this. This is glorious. Glorious.[/QUOTE]
The existing lua functions related to physics won't change (I can't change them anyways). New ones are being put in the GMVPhy module.
There's documentation above some of the C Lua functions with how you would call them in gmod, and I copied the format I saw on Garry's blog so whatever existing documentation generation tools would work on my code.
[QUOTE=TheMrFailz;44445460]Would it be possible for someone to throw together a short video that basically shows the biggest improvements over regular vphysics? The only ones I can think of now are slightly better welds and the ability to make player controllers that let you walk upside down.[/QUOTE]
There's a bunch of new features rather than changes. I can't remember all of the new features to list them, though.
Also, upside-down stuff should have been already possible without vphysics. However, now that I think of it, I don't think player controllers in valve's physics could change orientation. Will put that on my to-do list.
I remember reading something in this thread about vehicle controllers. What, if you can, expose as far as vehicles are concerned, if anything?
Would installing this help at all yet with the wheel collision problems in native? I saw the video above with the cylindrical collision mesh, it looks amazing.
[QUOTE=Revenge282;44447058]I remember reading something in this thread about vehicle controllers. What, if you can, expose as far as vehicles are concerned, if anything?[/QUOTE]
Because I have a direct way to get vehicle controllers, I can expose anything with them.
[QUOTE=Sesshomaru-;44447432]Would installing this help at all yet with the wheel collision problems in native? I saw the video above with the cylindrical collision mesh, it looks amazing.[/QUOTE]
What do you mean, wheel-shaped props? You'd have to manually replace the collision mesh.
See the script I posted with the video demonstrating it (although that script doesn't show how to free the mesh to prevent a leak, just call physcollision.DestroyCollide(collide) when the collide isn't being used).
[editline]Edited:[/editline]
I may make a stool like make spherical, but named "make cylindrical."
[QUOTE=Grayman;44448997]Because I have a direct way to get vehicle controllers, I can expose anything with them.
What do you mean, wheel-shaped props? You'd have to manually replace the collision mesh.
See the script I posted with the video demonstrating it (although that script doesn't show how to free the mesh to prevent a leak, just call physcollision.DestroyCollide(collide) when the collide isn't being used).
[editline]Edited:[/editline]
[b]I may make a stool like make spherical, but named "make cylindrical."[/b][/QUOTE]
That would be fantastic :D
I honestly have no idea what the benefits of this project are, could someone inform me? I'm not trying to be sarcastic or anything, I'm just really uninformed. From what I've heard, this could mean things like soft body physics, DMM, and solid welds correct?
From testing, it makes physics fidelity simply better, as well as increasing overall efficiency. Bullet physics doesn't like when you have props inside one another interacting, but then again neither does VPhysics.
Also, Grayman, do you have access to friction and how it's calculated? I'd love for wheels to actually have a grip.
[QUOTE=Diggz;44486398]Also, Grayman, do you have access to friction and how it's calculated? I'd love for wheels to actually have a grip.[/QUOTE]
I've got access to anything in bullet physics.
If you want a better grip, increase the coefficient of friction by changing the physics properties of the object to rubber or something.
[QUOTE=ted234521;44486309]I honestly have no idea what the benefits of this project are, could someone inform me? I'm not trying to be sarcastic or anything, I'm just really uninformed. From what I've heard, this could mean things like soft body physics, DMM, and solid welds correct?[/QUOTE]
It means replacing a closed-source physics engine with an open-source one, thereby exposing whatever internal function of the engine a modder would like. All of the things you're mentioning are possible, and more, since people can just add to the engine itself to create new functionality instead of hacking away at it with Lua.
I wonder if we can support 360 degree zero gravity. I mean, it's probably possible right now, but I wonder what kind of efficiency you can get with this new replacement.
[QUOTE=pilot;44493417]I wonder if we can support 360 degree zero gravity. I mean, it's probably possible right now, but I wonder what kind of efficiency you can get with this new replacement.[/QUOTE]
What do you mean by "360 degree"?
I believe he means rotating the player view so it doesn't lock when you look straight up or down, and you could just rotate all the way around. Like in the zero-g section of Crysis 1 (if you've played it).
[QUOTE=MattJeanes;44493970]I believe he means rotating the player view so it doesn't lock when you look straight up or down, and you could just rotate all the way around. Like in the zero-g section of Crysis 1 (if you've played it).[/QUOTE]
Ah. Once again, in the realm of the game, not vphysics.
Maybe someone can visit the [url=https://github.com/Facepunch/garrysmod-requests]gmod-requests[/url] repository to request these player manipulation functions.
[QUOTE=MattJeanes;44493970]I believe he means rotating the player view so it doesn't lock when you look straight up or down, and you could just rotate all the way around. Like in the zero-g section of Crysis 1 (if you've played it).[/QUOTE]
Well you can via the console remove the restrictions for the firstpersonview in most sourcegames so you can look at your crotch. But changing the gravity and such probably require much more work. cl_pitchdown and cl_pitchup with a value of 360 on both so will that remove the restrictions but when you look upside-down so will moving your mouse to the right move the view to the left and viceversa.
Be aware that this needs sv_cheats to be on.
This has already been done before by parenting the player to a soda can, and manipulating the angles of said can.
Any new developments here? Looks like it's been quiet for awhile. I'd love to see this completed. The Vphysics on servers is getting insane.
Would it be possible to expose functions that can allow someone to directly manipulate the physics mesh of any prop, say, scale it?
[QUOTE=viperfan7;44503273]Would it be possible to expose functions that can allow someone to directly manipulate the physics mesh of any prop, say, scale it?[/QUOTE]
Already done. See: CPhysicsCollision::CollideSetScale and CollideGetScale. Already exposed in GMVPhy.
Also, funny thing, when looking for usage of the ICollisionQuery interface, I found a function in game code that can rescale physics objects: UTIL_CreateScaledPhysObject.
Odd. None of those posts showed the first time I chatted. Anyway, How's this been going? Any chance it'll be public release soon?
[QUOTE=xthenarwhalx;44503449]Odd. None of those posts showed the first time I chatted. Anyway, How's this been going? Any chance it'll be public release soon?[/QUOTE]
Check the OP. But in terms of being released, I honestly don't even know if you can call this a beta yet.
Are the rescalling funcitons exposed to lua?
And would it be possible to use UTIL_CreateScaledPhysObject through lua
[QUOTE=viperfan7;44503798]Are the rescalling funcitons exposed to lua?
And would it be possible to use UTIL_CreateScaledPhysObject through lua[/QUOTE]
GMVPhy is the lua module if I didn't make that apparent.
You'll have to go through gmod-requests to get UTIL_CreateScaledPhysObject though, and my VPhysics doesn't support the collision query interface at the moment.
[QUOTE=Grayman;44504014]GMVPhy is the lua module if I didn't make that apparent.
You'll have to go through gmod-requests to get UTIL_CreateScaledPhysObject though, and my VPhysics doesn't support the collision query interface at the moment.[/QUOTE]
Ah kk
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