• The Garry's Mod VPhysics Replacement Project
    757 replies, posted
Why?
[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 have an OSX machine to build it on but I have no idea how to do it, so if I can offer help in any way via usage of that machine then I'm up for it.
Would you be willing to leave the machine up 24/7 for automatic builds?
[QUOTE=garry;40440187]Why?[/QUOTE] Seems like a viable replacement for the current physics in some time? Would be nice to keep it on the first page so people can keep track of it easily.
[QUOTE=garry;40440187]Why?[/QUOTE] Because this is a somewhat major project and more attention to it could attract more contributors to help it grow.
Starting with [url=http://peniscorp.com/vphysics-builds/rev-233-ok.7z]push 233[/url] gmsv_vphysics will be bundled with the vphysics prebuilts.
[QUOTE=BomBom;40442794]Seems like a viable replacement for the current physics in some time? Would be nice to keep it on the first page so people can keep track of it easily.[/QUOTE] Have we ever stickied threads for that reason? Stickies are for rules and FAQ, not a reward for doing something good.
[QUOTE=garry;40443089]Have we ever stickied threads for that reason? Stickies are for rules and FAQ, not a reward for doing something good.[/QUOTE] I have on my own forums and i can understand the regulations you have put in place. Just seems a project like this can heavily improve your game if finished. I'd think having it on the front page to attract more work and attention would have big benefits. Sorry for derailing.
[QUOTE=garry;40443089] Stickies are for rules and FAQ, not a reward for doing something good.[/QUOTE] Agreed, but this is a major game changer. It's not just some addon or gamemode that someone wrote, this is a serious project, apparently so serious you said yourself you were going to add something in the next update to load the vphysics module without all the messing around. While more attention could be good thing, bringing more contributors and other helpful people who may have some experience working with bullet and such. On the other hand, if it was the top thread, it would be more susceptible to people that would just come on and be like, "whats bullet physics" instead of reading the OP and looking at the linked bullet physics page. Its got its ups and downs, but more attention could be very useful, seeing as how sometimes this thread goes without a post for a couple days, then easily falls down because of all the other busy addon threads.
It's normally on the front page anyway, this discussion is pointless.
[QUOTE=Gran PC;40379601]goodbye physics lag hello network lag[/QUOTE] the #1 thing I'd love to see is getting rid of all that jitter every time you come in contact with anything that's moving on the server
[QUOTE=MaxOfS2D;40446052]the #1 thing I'd love to see is getting rid of all that jitter every time you come in contact with anything that's moving on the server[/QUOTE] That's probably a valve thing, pretty sure the error is somewhere in the Prediction, rather then the networking or the physics engine.
I really really want to contribute to this but sadly I was ignorant to source modding. I'll test it out and see if I can do anything just to be sure.
[QUOTE=Gran PC;40441781]Would you be willing to leave the machine up 24/7 for automatic builds?[/QUOTE] It's certainly feasible but the machine does need to rest every now and again to cool down.
I was just thinking, couldn't this also be used to increase the map size limits? Hammer has already been hacked at to increase the limit 4x but physics don't apply outside of the Normal map size area
No. It would get rid of [I]one[/I] of the showstoppers that prevent increasing map size; there are others in networking, map format, etc.
I could see networking, but I said, hammer has been modified to allow you to use brushes and make blocks outside of the normal range And I forgot to say, these things work perfectly fine, they render fine, its just the physics that don't work *Edit And who says you have to play with your friends? :D
I've been taking a break from the project lately so not much has been done. I'd still like other programmers to start working on this.
Update: Axis constraints are implemented and working! [vid]http://peniscorp.com/stuff/sdk_playground_2013-6-29_12-27-48.webm[/vid] Now for the rest of the constraints...
[QUOTE=Grayman;41240397]Update: Axis constraints are implemented and working! [vid]http://peniscorp.com/stuff/sdk_playground_2013-6-29_12-27-48.webm[/vid] Now for the rest of the constraints...[/QUOTE] Dude thats sick! Im laughing at the non floppiness right now. Keep up the awesome work!
Yeah, you should definitely keep it up. Although you haven't garnered much support or help, which must make it utterly draining to keep working on this project, you shouldn't take that as a sign to give up. Just know that the end result could dramatically improve the core game play of Garry's mod, and finally fix the long running complaint of unstable constraints.
[vid]http://peniscorp.com/stuff/sdk_playground_2013-7-3_21-00-54.webm[/vid] Sliders are done, and I'm able to build a contraption a bit more normally.
I am very excited to see this finished and to use ACF on it
Might be a stupid question, but will this help with welding a bunch of stuff together and not having it orbit around it self when you move it?
[QUOTE=Tinter;41314758]Might be a stupid question, but will this help with welding a bunch of stuff together and not having it orbit around it self when you move it?[/QUOTE] [vid]http://peniscorp.com/stuff/sdk_playground_2013-7-4_18-17-49.webm[/vid] Command I'm using is vphysics_maxsubsteps. It's possible at the moment, but really high max substep amounts will make it really laggy. You can raise it a little bit though (to 50 or so) and it'll be fine.
That's really cool, but I guess I was being too vague. What I meant was sometimes with high prop contraptions, if you drag it with the physgun and aren't careful, sometimes it will just make all the props fly around everywhere. Like they're trying to get back to where they're supposed to be, but they're all pushing eachother out of the way and blocking eachother.
[QUOTE=Tinter;41320326]That's really cool, but I guess I was being too vague. What I meant was sometimes with high prop contraptions, if you drag it with the physgun and aren't careful, sometimes it will just make all the props fly around everywhere. Like they're trying to get back to where they're supposed to be, but they're all pushing eachother out of the way and blocking eachother.[/QUOTE] May still happen, I haven't tested it. It's really easy to undo that state with the physgun right now because it'll just drag the props straight through each other (Which I may have to fix later).
[QUOTE=Grayman;41319868][vid]http://peniscorp.com/stuff/sdk_playground_2013-7-4_18-17-49.webm[/vid] Command I'm using is vphysics_maxsubsteps. It's possible at the moment, but really high max substep amounts will make it really laggy. You can raise it a little bit though (to 50 or so) and it'll be fine.[/QUOTE] What I hoped is that once you weld stuff together, they would pretty much become like one object. D'you reckon you'd be able accomplish that with the way your addon works? It would be a great addition to contraption building.
Why not just parent?
[QUOTE=Ott;41331963]Why not just parent?[/QUOTE] Physics are disabled on the child props. [editline]6th July 2013[/editline] Or well, they won't affect the parent.
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