• The Garry's Mod VPhysics Replacement Project
    757 replies, posted
[QUOTE=Pheron;42164994]Great to hear you're making progress on this! Also, enjoy your gold membership. :wink:[/QUOTE] Thanks for the gold!
Almost completely fixed player vs prop collisions, players are no longer flung away from props when they touch them.
I've actually been thinking, if you ended up making this very stable, awesome, and what not. Would Garry ever implement this?
Good question. It seems to be an upgrade in terms of performance for sure. Also garry will be able to expose more functions from the physics engine to Lua for developers and will generaly have control over the physics engine.
[QUOTE=sarge997;42224273]I've actually been thinking, if you ended up making this very stable, awesome, and what not. Would Garry ever implement this?[/QUOTE] I think back when GM13 was in beta he said something about when most/all features are implemented he would add a launch option... I may be remembering it wrong and this offer may have changed since.
Wondering if you're still working on this. I wanted to get ragdolls working but bullets btGeneric6DofConstraint has a Y axis limit of -90/90 degrees and most source models go beyond that. Interested if you find a way around that.
[QUOTE=layla;42266325]Wondering if you're still working on this. I wanted to get ragdolls working but bullets btGeneric6DofConstraint has a Y axis limit of -90/90 degrees and most source models go beyond that. Interested if you find a way around that.[/QUOTE] Already talked with you in PM, but for those interested: I think I'm going to have to extend the cone twist constraint or just create a new constraint. Also I am still working on vphysics.
I'm going to look into it too. I need to figure it out for another project so I may aswell get it working in this too.
[QUOTE=layla;42267219]I'm going to look into it too. I need to figure it out for another project so I may aswell get it working in this too.[/QUOTE] Update me if you do!
It was last updated 2 or 3 days ago but nobody's posted here in almost 2 months. What's up with that?
[QUOTE=DrunkenGMan;42837994]It was last updated 2 or 3 days ago but nobody's posted here in almost 2 months. What's up with that?[/QUOTE] I guess it's because people aren't seeing much changes. They want something that they can actually see on screen, like a video. Not every update does something you can see at first glance.
id like to report that i am trying to use this to make a full vphysics replacement that is src2013 based called sourcebullet
[QUOTE=jfmherokiller;42971108]id like to report that i am trying to use this to make a full vphysics replacement that is src2013 based called sourcebullet[/QUOTE] Did you read the title ? This is supposed to be a full vphysics replacement, but it isn't done. If you can help make it a full vphysics replacement, why don't you just work together with everyone else who is working on it ?
As far as I can tell, this is still in development because it was committed to 6 days ago. Which is great, since Lua physics bindings right now have must to be desired.
Hopefully this means we can get physics that don't derp out as much. Building helicopters with relatively high #'s of props will be soooo much easier now. edit: How is this dumb?
Now I understand that this is specifically made for GMod, but can this be used in other source games on the HL2 builds (HL2+eps, 2006/07 Mods)? That'd be pretty cool.
[QUOTE=jfmherokiller;42971108]id like to report that i am trying to use this to make a full vphysics replacement that is src2013 based called sourcebullet[/QUOTE] i'd like to report that i doubt you even know cpp
[QUOTE=LauScript;43056942]i'd like to report that i doubt you even know cpp[/QUOTE] I was actually able to get it to interface with the vphysics module parts quite well.
[QUOTE=KillerLUA;42977514]As far as I can tell, this is still in development because it was committed to 6 days ago. Which is great, since Lua physics bindings right now have must to be desired.[/QUOTE] Lua vphysics bindings aren't really specific to us and Garry already implemented bindings. Also, sorry for the lack of updates. I've had some computer problems lately (hard drive failing, recovered everything though) and other stuff so I haven't been working on vphysics lately.
Just downloaded and tested, Seems to be working fine, great job!
How is it coming along any ways, hit any really major roadblocks?
Finally figured out what was wrong with the gravity gun's punt and the forces applied to objects by bullet. Turns out it was calling applyForce functions but source gives us an impulse.
I've been following the development of this project ever since JVC (I believe that was his name? Sowy it was a while ago :v:) started it, and I must say the work you've been doing is honestly incredible. Great work so far man, I hope this project can see it through completion. If you have a donate link up I'll try to send something your way, cheers :)
[QUOTE=JG215;43185185]I've been following the development of this project ever since JVC (I believe that was his name? Sowy it was a while ago :v:) started it, and I must say the work you've been doing is honestly incredible. Great work so far man, I hope this project can see it through completion. If you have a donate link up I'll try to send something your way, cheers :)[/QUOTE] Unfortunately, I don't have a donate link. I'm unsure how valve and garry would handle it, and I also don't know any services that don't force me to release my personal information. But I appreciate the offer.
Why should Valve and garry cross your way? It is your code, your work, you have the rights for it unless you didn't use anything from them (the sdk is excluded). And by the way: It's not like you are selling it. You only give them the ability to donate. (PS: Money can be sent to any e-mail address via PayPal, you could add him on steam and give him your mail address.)
I've been working on a project called GmodMinecraft which is an attempt to create a voxel world in gmod with terrain generation etc (essentially minecraft but better graphics and essentially every thing else you can think of...) I'm wondering if this would be suitable for use with my mod for server side physics? To give you a few more details it only needs side physics optimization since clients only need to simulate physics for a few blocks in their local areas whereas the server will be handling multiple clients. The physics is implemented using one "prop" per player which updates it's physics mesh as the player moves. The prop is frozen and uses physicsinitfrommesh.
[QUOTE=freakyy;43211464]Why should Valve and garry cross your way? It is your code, your work, you have the rights for it unless you didn't use anything from them (the sdk is excluded). And by the way: It's not like you are selling it. You only give them the ability to donate. (PS: Money can be sent to any e-mail address via PayPal, you could add him on steam and give him your mail address.)[/QUOTE] Although you may be right, I just don't want to adopt this point of view. Anyways, I did ask and everyone's OK with it, so here's the button: [url=https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=3UA358MF6QLZE][img]https://www.paypalobjects.com/en_US/i/btn/btn_donateCC_LG.gif[/img][/url] I appreciate any donations sent, and I'll try to dedicate some more time for vphysics.
Can anyone lend me a hand? I need a basic test ragdoll made with only one bone. I'll need the smd and qc files to recompile it with different constraints. [B]Edit:[/B] Nevermind, I figured out how to create one. [B]Edit:[/B] [video=youtube;tnQxw5dCVEw]http://www.youtube.com/watch?v=tnQxw5dCVEw[/video] Well, ragdolls sort of work.
[QUOTE=Grayman;43371164]Can anyone lend me a hand? I need a basic test ragdoll made with only one bone. I'll need the smd and qc files to recompile it with different constraints. Well, ragdolls sort of work.[/QUOTE] I feel bad that you asked the community for help and no one was there. About the ragdolls. Unless you know specifically whats going wrong, my guess is that theyre either colliding with themselves or there's bad damping on the constraints.
[QUOTE=Grayman;43371164]Can anyone lend me a hand? I need a basic test ragdoll made with only one bone. I'll need the smd and qc files to recompile it with different constraints. [B]Edit:[/B] Nevermind, I figured out how to create one. [b]Edt:[/b] [video=youtube;tnQxw5dCVEw]http://www.youtube.com/watch?v=tnQxw5dCVEw[/video] Well, ragdolls sort of work.[/QUOTE] the crowbar is too slow. however, the seizure simulation is very accurate
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