[QUOTE=Teddi Orange;45936998]Decided to throw it on a server and it's unbelievably fun with this :v: The only problem is as of far, everything seems a bit floaty like gravity is rather low and cars seem to have intense friction applied to them. Am I missing something like convars?
(I searched this time and couldn't find anything)[/QUOTE]
Apparently ricky23 thinks it might be because you're running the server at a tickrate of 33 instead of 66. Are you?
Yep, makes all the difference at 66!
[QUOTE=Teddi Orange;45940727]Yep, makes all the difference at 66![/QUOTE]
Okay. The simulation is stepping at half speed with a lower tickrate, I need to look into this.
when i push a prop onto the ground, my fps drop to 5
same when i spawn prop into a prop (plastic basket with concave collision model)
its like the on collision function (idk if this is the right one) is called in every tick, instead of once
Can you put links to those STools you created in the OP?
[QUOTE=gamerpaddy;45948339]when i push a prop onto the ground, my fps drop to 5
same when i spawn prop into a prop (plastic basket with concave collision model)
its like the on collision function (idk if this is the right one) is called in every tick, instead of once[/QUOTE]
So you rate almost every single one of my posts dumb, then come back and say something that everyone else has already said and has already been talked about.
Nice. Very nice.
[QUOTE=Teddi Orange;45940727]Yep, makes all the difference at 66![/QUOTE]
Does the lower tickrate do anything but drop network usage a little bit with bullet physics? Meaning is there still any benefit to using 33 over 66 still?
[QUOTE=Ott;45965692]Can you put links to those STools you created in the OP?[/QUOTE]
That's a good idea! Where did I put those?
[QUOTE=gamerpaddy;45948339]when i push a prop onto the ground, my fps drop to 5
same when i spawn prop into a prop (plastic basket with concave collision model)
its like the on collision function (idk if this is the right one) is called in every tick, instead of once[/QUOTE]
Collision callback is called every frame with a delta collision time of 10 seconds.
Will fix in the future when I figure out an efficient way to keep track of the last collision time for every object pair in the simulation (fun!)
[QUOTE=Grayman;45968507]That's a good idea! Where did I put those?[/QUOTE]
...Did you ever find them?
[QUOTE=Ott;45970070]...Did you ever find them?[/QUOTE]
Yeah. [url=https://www.dropbox.com/s/fp6qtml5ozhs18k/softbody.zip]Dropped them in here[/url], will update the OP when I'm home later.
Put a workaround in place for the issue where the simulation speed is affected by the game's tickrate, so that should be fixed for now.
Is this project still alive?
I hope so. I reeeallllyy want that ability to not be thrown off of a moving object.
[QUOTE=pilot;46384097]I hope so. I reeeallllyy want that ability to not be thrown off of a moving object.[/QUOTE]
you can use GHD for that. It's probably out of scope for this project.
[QUOTE=LimEJET;46384299]you can use GHD for that. It's probably out of scope for this project.[/QUOTE]
Oh snap, I didn't think about that. I need to try it out.
Yeah I've been taking a bit of a break cause of college and stuff. I'll see about getting back into the groove soon-ish. If you want to help, start finding bugs and reporting them on github. I'll look at the ones that seem to be the most fun to fix first.
Minor update: Fixed player controllers sending you to heaven. I think that's it for the major game-breaking flaws!
Glad to see you are still working on this!i
Awesome. I'll redownload it and play with it some more.
This project is amazing! It can handle vast amounts of props so much better than the normal Havok physics - the work put into the Bullet broad-phase and sleep systems really shines.
Is this ever planning on getting an official integration into Gmod, if it gets stable enough? I read something along those lines a couple of pages back, but how viable is it truly?
Heads up: Automatic builds are broken (for the moment).
[url=https://dl.dropboxusercontent.com/u/5619434/Development/muyphysics.zip]Have a download link![/url]
Quick question - is there any possibility that using this could cause a vac ban? It sounds paranoid, but isn't replacing the dynamic link libs files specifically what vac looks for?
[QUOTE=Tommyx50;46964998]Quick question - is there any possibility that using this could cause a vac ban? It sounds paranoid, but isn't replacing the dynamic link libs files specifically what vac looks for?[/QUOTE]
Physics is completely serverside, aside from player movement prediction. This project has been going for 3 years now, with no sign of VAC.
[QUOTE=Tommyx50;46964998]Quick question - is there any possibility that using this could cause a vac ban? It sounds paranoid, but isn't replacing the dynamic link libs files specifically what vac looks for?[/QUOTE]
if you join a server that doesn't have this lib and you do, your copy won't do anything. This is for singleplayer or servers.
Yeah. This is totally safe from VAC, so don't worry.
Clientside vphysics is (I believe) exclusively used in prediction of player vs. prop movement.
Yeah, and player collision box sucks as hell :v:
It's just .. well .. a box.
[QUOTE=ExtReMLapin;46966391]Yeah, and player collision box sucks as hell :v:
It's just .. well .. a box.[/QUOTE]
Heh... I don't see the need for anything more complex. The player's collision hull is controlled by the game anyways, I have no control over what shape the game decides to use.
[URL="https://www.dropbox.com/s/rxbo7rxv2le4lbd/JXKpDR.mp4"]So I take it this isn't intended to happen.[/URL]
(excuse the shitty FPS, my laptop isn't that good while recording :P)
[QUOTE=Tommyx50;46963116]This project is amazing! It can handle vast amounts of props so much better than the normal Havok physics - the work put into the Bullet broad-phase and sleep systems really shines.
Is this ever planning on getting an official integration into Gmod, if it gets stable enough? I read something along those lines a couple of pages back, but how viable is it truly?[/QUOTE]
I too would like to know this, personally I haven't tested but if it can handle more props than the current engine, the building community will benefit SO much. If it really is better than Havok, why [I]wouldn't[/I] garry make it official?
[QUOTE=ted234521;47024148]I too would like to know this, personally I haven't tested but if it can handle more props than the current engine, the building community will benefit SO much. If it really is better than Havok, why [I]wouldn't[/I] garry make it official?[/QUOTE]
It would probably break a ton of dupes. Also it isn't [i]quite[/i] finished yet, although Garry has said if someone implements a physics engine that's better than Havok, he would probably push it to the full game.
[QUOTE=Ott;47024224]It would probably break a ton of dupes[/QUOTE]
So? That would be a horrible reason not to use this.
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