• The Garry's Mod VPhysics Replacement Project
    757 replies, posted
[QUOTE=Tinter;41332990]Physics are disabled on the child props. [editline]6th July 2013[/editline] Or well, they won't affect the parent.[/QUOTE] That's not how parenting works. Serverside, physics for a "child" prop still exist. It's just that the physics prop is most likely "asleep" somewhere on the map unless you constrained it to something, or if something collides with it (which is why it's a good idea to nocollide-all on props you're about to parent).
What I meant was, if you parent a prop to another prop, so the child faces up. If you turn the parent upside down, so the child is now facing downwards, it will not affect the parent and just clip through the ground. [editline]6th July 2013[/editline] Like this. [t]http://i.imgur.com/GuNPRPT.jpg[/t]
[QUOTE=Dancingonpie;41329315]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.[/QUOTE] Unfortunately, probably not. It's just the nature of physics engines, and besides, I honestly don't think welds were meant to be chained this far. You can prevent it by welding the farthest object to the base. And about parenting, I'm pretty sure that's just a graphics thing.
[QUOTE=Grayman;41336018]Unfortunately, probably not. It's just the nature of physics engines, and besides, I honestly don't think welds were meant to be chained this far. You can prevent it by welding the farthest object to the base. And about parenting, I'm pretty sure that's just a graphics thing.[/QUOTE] Merging of physics props has already been done in GMod with Lua though, and it worked fine (except for prediction in multiplayer).
Yeah and if you merge breakable props they stop being breakable. And if you merge wood and metal it probably doesn't float.
[QUOTE=EvacX;41336459]Merging of physics props has already been done in GMod with Lua though, and it worked fine (except for prediction in multiplayer).[/QUOTE] If it works in lua why not just use that? VPhysics has no special powers over networking, so even if I did accomplish this in vphysics, it would suffer from the same problems. And also what gran pc said.
[QUOTE=Grayman;41337158]If it works in lua why not just use that? VPhysics has no special powers over networking, so even if I did accomplish this in vphysics, it would suffer from the same problems. And also what gran pc said.[/QUOTE] I never really said that I needed it, I just pointed out that it's doable because you said it probably wasn't :v:
[QUOTE=Grayman;41337158]If it works in lua why not just use that? VPhysics has no special powers over networking, so even if I did accomplish this in vphysics, it would suffer from the same problems. And also what gran pc said.[/QUOTE] The prediction problems make it unusable, and as far as I know there are more problems with the Lua physics meshes that could probably be fixed by supporting them on a lower level.
[QUOTE=LimEJET;41348290]The prediction problems make it unusable, and as far as I know there are more problems with the Lua physics meshes that could probably be fixed by supporting them on a lower level.[/QUOTE] I could probably fix those at physics level, but I can't fix the prediction problems. Besides, that would be way too much work for an issue that has a simple workaround: directly weld the furthest object to the base.
[QUOTE=Grayman;41352782]I could probably fix those at physics level, but I can't fix the prediction problems. Besides, that would be way too much work for an issue that has a simple workaround: directly weld the furthest object to the base.[/QUOTE] Simple but not effective. The polyweld tool was created to lower the amount of constraints while keeping everything stable by merging any affected props into a single prop.
Keep up the good work!
Looks great. Mostly because the physics on gmod(Mainly vehicle physics) are poop :P
[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] Cool, lets make a dynamic penis btw, any updates atm?
[QUOTE=gamerpaddy;41542567]Cool, lets make a dynamic penis btw, any updates atm?[/QUOTE] Nope. I'll post here if I update anything.
would this help to stop wheels spazzing at high speeds? 2000rpm stable is hard to get atm
[QUOTE=Grayman;41545243]Nope. I'll post here if I update anything.[/QUOTE] Hey you still working on this? The vids look pretty cool.
Trying to compile this on Linux with Eclipse, any suggestions? --Edit-- Forget Eclipse xD
[QUOTE='[GG]Super;42036924']Hey you still working on this? The vids look pretty cool.[/QUOTE] Nope. Haven't been able to work on this since July 7th, after Garry put in some anti-debugging stuff to keep cheaters away. Unfortunately I got caught up in the middle of it.
[QUOTE=Grayman;42108591]Nope. Haven't been able to work on this since July 7th, after Garry put in some anti-debugging stuff to keep cheaters away. Unfortunately I got caught up in the middle of it.[/QUOTE] Wow, haven't you emailed garry about this?
[QUOTE=Ylsid;42108617]Wow, haven't you emailed garry about this?[/QUOTE] I've asked him about it, but he hasn't done anything about it yet.
I think only the client dll is packed, so you should still be able to develop on a dedicated server (which is what I did when I was working on this module).
[QUOTE=Jcw87;42111276]I think only the client dll is packed, so you should still be able to develop on a dedicated server (which is what I did when I was working on this module).[/QUOTE] Nope! Server has same protection. And while I was setting it up I used process monitor and Garry's Mod complained about that. This anti-cheat stuff is really unforgiving.
[QUOTE=Grayman;42114009]Nope! Server has same protection. And while I was setting it up I used process monitor and Garry's Mod complained about that. This anti-cheat stuff is really unforgiving.[/QUOTE] It works for me. [thumb]http://img802.imageshack.us/img802/4516/4opi.png[/thumb]
[QUOTE=Jcw87;42115900]It works for me. [thumb]http://img802.imageshack.us/img802/4516/4opi.png[/thumb][/QUOTE] Nevermind. It does work with srcds, but I was using the one in my game install dir. Since lua_shared.dll is packed it didn't work. Replaced lua_shared with the one from a dedicated server and it's working.
This really ought to hit the next big GMod update
Woo, multithreaded collision dispatcher! [IMG]http://i.imgur.com/c0YeTVh.png[/IMG] Unsure about the specific speedups, but I know the threads are working.
[QUOTE=Grayman;42135924]Woo, multithreaded collision dispatcher! [IMG]http://i.imgur.com/c0YeTVh.png[/IMG] Unsure about the specific speedups, but I know the threads are working.[/QUOTE] What program is that?
[QUOTE=supersnail11;42136642]What program is that?[/QUOTE] Process explorer
Woo, linux builds are now working with a fancy build script in the vphysics root dir.
[QUOTE=Grayman;42164501]Woo, linux builds are now working with a fancy build script in the vphysics root dir.[/QUOTE] Great to hear you're making progress on this! Also, enjoy your gold membership. :wink:
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