Awesome grayman your doing an amazing job!
[QUOTE=A_Pigeon;40225424]Will the V-physics support adding different type of car physics to the same ray-cast models we already have? Something NFS style and not the sticky as hell slow cars source has.[/QUOTE]
Go backwards and hit boost in the Jeep. Nuff said
I finally figured out how garry stores his lua userdata, so I'm able to implement new features in lua for testing. [del]However, this doesn't mean I'll be able to release these lua bindings, as the internal structures could change and break everything.[/del]
One of the functions I exposed in the new interface allows you to set the gravity of objects independently from the environment. So now you can have some objects that fall down, and others that fall up.
[vid]http://puu.sh/2xL3u[/vid]
[QUOTE=Grayman;40238578]I finally figured out how garry stores his lua userdata, so I'm able to implement new features in lua for testing. However, this doesn't mean I'll be able to release these lua bindings, as the internal structures could change and break everything.
One of the functions I exposed in the new interface allows you to set the gravity of objects independently from the environment. So now you can have some objects that fall down, and others that fall up.
[/QUOTE]
Oh god.... Spacebuild needs this.
Forgive me if this has been detailed elsewhere, but are there any obvious benefits other than increased flexibility? Could this open the door to stronger welds or proper parenting?
[QUOTE=winsanity;40241980]Forgive me if this has been detailed elsewhere, but are there any obvious benefits other than increased flexibility? Could this open the door to stronger welds or proper parenting?[/QUOTE]
Well one of the main things is more proper constraints and more realistic physics, and in the end possibly better performance from multithreading and bullet generally being a better physics system.
Thanks for rating me
Oh and also, what is this gonna do the prop velocity limit?
[QUOTE=winsanity;40241980]Forgive me if this has been detailed elsewhere, but are there any obvious benefits other than increased flexibility? Could this open the door to stronger welds or proper parenting?[/QUOTE]
One of the benefits are right above your post: new features. I don't care so much for any performance benefits we may or may not get, or more realistic constraints. With this project, we can expose brand new features for mod makers to use in their games.
How will this work with multiplayer (prediction and such)? Do we need this module on client on a server that uses it?
[QUOTE=CapsAdmin;40244209]How will this work with multiplayer (prediction and such)? Do we need this module on client on a server that uses it?[/QUOTE]
From a debugging session I did on a linux server, I noticed vphysics gets no info about any objects on the server. So there is no clientside prediction. The only thing it will do on the client is simulate clientside ragdolls.
[QUOTE=Grayman;40244530]From a debugging session I did on a linux server, I noticed vphysics gets no info about any objects on the server. So there is no clientside prediction. The only thing it will do on the client is simulate clientside ragdolls.[/QUOTE]
What about player move types?
That's handled by QPhysics.
Just thinking out loud, what happens when billet undergoes a major update?
[QUOTE=ricky23;40245840]Just thinking out loud, what happens when billet undergoes a major update?[/QUOTE]
You mean like bullet 3.x? I'm going to update vphysics to use it.
Just realized how stupid I was regarding the lua module I'm using for testing. Turns out there wasn't anything to figure out, Garry had all the stuff I needed in his public headers.
Gran pc would be able to add it to his vphysics builds and lua developers can start trying it out. Hopefully garry will bind it the same way and scripters won't need to update their scripts.
[QUOTE=Grayman;40251891]Just realized how stupid I was regarding the lua module I'm using for testing. Turns out there wasn't anything to figure out, Garry had all the stuff I needed in his public headers.[/QUOTE]
Is all of the stuff you are doing at the moment preliminary over generic use things like constraints? Or are you just trying to get a good base to work on. I don't want to sound impatient, it's just a question.
[QUOTE=ricky23;40257123]Is all of the stuff you are doing at the moment preliminary over generic use things like constraints? Or are you just trying to get a good base to work on. I don't want to sound impatient, it's just a question.[/QUOTE]
For the most part I'm just bouncing around to work on things that need to be worked on. Procrastinating a bit when it comes to the constraints, or anything dealing heavily with math.
So is the stuff in the last 3 updates is just exposing some functions for lua?
[QUOTE=ricky23;40288540]So is the stuff in the last 3 updates is just exposing some functions for lua?[/QUOTE]
If that's the description of the commits, then yes.
Grayman, I saw the thread today. You are my hero.
What's this? The ability to scale physics models?
[vid]http://puu.sh/2DP55.webm[/vid]
Yep!
(Some mass center stuff is totally broken with the scaling right now, that's why some of the objects were acting weird)
Wow, that's actually starting to look like it would be really usable in normal building.
Keep up the great work on this.. It has great potential.
What interests me is if you could use this and have servers with gpu acceleration.
Would be great to build large contraptions without physics lag.
[QUOTE=BomBom;40379414]What interests me is if you could use this and have servers with gpu acceleration.
Would be great to build large contraptions without physics lag.[/QUOTE]
goodbye physics lag
hello network lag
[QUOTE=BomBom;40379414]What interests me is if you could use this and have servers with gpu acceleration.
Would be great to build large contraptions without physics lag.[/QUOTE]
Bullet 3.x is coming with some new GPU accelerated stuff, so it will be possible (there's a video for that on the front page of the bullet website). The problem is the fact that no game server providers have invested in graphics cards, so the only things it'll actually benefit are listen servers.
[QUOTE=Gran PC;40379601]goodbye physics lag
hello network lag[/QUOTE]
Also this.
Well then at least people with their own dedicated servers would be able to have gpu acceleration in future maybe.
I guess if we had decent connections between the server then we wouldn't be saying hello to network lag, unless source couldn't handle the increased traffic? no idea.
No doubt about it, looks very promising.
Keep up the good work.
[QUOTE=BomBom;40379910]Well then at least people with their own dedicated servers would be able to have gpu acceleration in future maybe.
I guess if we had decent connections between the server then we wouldn't be saying hello to network lag, unless [b]source couldn't handle the increased traffic[/b]? no idea.
No doubt about it, looks very promising.
Keep up the good work.[/QUOTE]
This would happen - sorry.. maybe garry would look into it though.
Does this have osx/linux binaries yet?
He managed to get it working under Linux but he doesn't have an OSX machine to build it on.
Gpu physics would be amazing. I have 4ghz pentium dual core and a 6970 and it was having problems keeping up with the 10 or so suspension and steering cars we had on gm_sunnyisles. It might have just been the cars complexity. I don't know if we would hit the network barrier faster as much as just taking huge load off the servers physics Simulation, allowing it to do other things.
Also, it seems the servers actual server simulation comes before rendering, so gpu physics could help a ton
look, it's a wild Garry : D
[QUOTE=garry;40386945]Does this have osx/linux binaries yet?[/QUOTE]
[QUOTE=Gran PC;40387312]He managed to get it working under Linux but he doesn't have an OSX machine to build it on.[/QUOTE]
I had it building under linux before and it still can (just can't link), it needs makefiles for the bullet libraries.
Any chance we can get this thread pinned?
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