Fixed ragdolls for the most part. Just had some limits backwards.
I haven't really looked into it, but it'd be possible to use this for other Source Engine games/mods as well, right?
I'm currently developing [url=http://www.infragame.net/]INFRA[/url] with a few other guys. We would save a lot of money in licensing costs if we could use this instead of Havok.
[QUOTE=DarKSunrise;43423240]I haven't really looked into it, but it'd be possible to use this for other Source Engine games/mods as well, right?
I'm currently developing [URL="http://www.infragame.net/"]INFRA[/URL] with a few other guys. We would save a lot of money in licensing costs if we could use this instead of Havok.[/QUOTE]
Yes, VPhysics isn't specific to Garry's Mod. Problems are I just don't test it in games other than Garry's Mod, and it isn't finished yet.
Yeah, I was just wondering if it was doing something Garry's Mod specific under the hood.
Anyways, apparently it complains about AssertValidStringPtr missing from the replacement. I don't suppose you would have any ideas on why this is happening?
[QUOTE=DarKSunrise;43425853]Yeah, I was just wondering if it was doing something Garry's Mod specific under the hood.
Anyways, apparently it complains about AssertValidStringPtr missing from the replacement. I don't suppose you would have any ideas on why this is happening?[/QUOTE]
Are you using the newer SDK from github?
I'm actually on the Portal 2 licensee branch.
It seems that AssertValidStringPtr is defined in tier0. I'll try compiling later and statically linking with that one. I'll let you know if I can get it working.
[QUOTE=DarKSunrise;43425932]I'm actually on the Portal 2 licensee branch.
It seems that AssertValidStringPtr is defined in tier0. I'll try compiling later and statically linking with that one.[/QUOTE]
If you want I can add you on steam. I haven't been compiling with anything later than the 2005 SDK.
Sure.
What about bandwith usage?
[QUOTE=wacky444;43426293]What about bandwith usage?[/QUOTE]
As previously mentioned either in this thread or the old thread, vphysics has no effect on bandwidth usage. It'll always be the same amount of usage.
I'll donate as soon as I get some money, right now my paypal account is completely drained ha
[QUOTE=Shinycow;43428243]I'll donate as soon as I get some money, right now my paypal account is completely drained ha[/QUOTE]
Thanks! I appreciate the support.
so since this is bullet physics, does that mean that physics will be calculated using multiple cores of the cpu? that will be a huge performance boost...
[QUOTE=da space core;43430075]so since this is bullet physics, does that mean that physics will be calculated using multiple cores of the cpu? that will be a huge performance boost...[/QUOTE]
Bullet's collision dispatcher is running on a multithreaded version I made as of now. That means all collision detection is indeed multithreaded, but not solving collisions.
So anyways, I really hate to beg but I haven't received any donations yet. I'd really like to receive money from this project to justify the amount of time I'm spending working on it, or otherwise I'll have to receive money another way which would really cut down on the time I can spend working on vphysics. I won't make this a "if I don't get $x I'll stop working on vphysics!!1" as I really enjoy working on this, but it would limit the time I can dedicate to vphysics.
So please, if you can donate, donate, or ask a friend who also supports this project to donate.
I sent you a donation, may send more soon.
[QUOTE=BomBom;43481188]I sent you a donation, may send more soon.[/QUOTE]
Thanks! I really appreciate it.
Donated.
Godspeed, wise sage.
[QUOTE=Diggz;43484314]Donated.
Godspeed, wise sage.[/QUOTE]
Thanks!
But anyways, let's not clog the thread up with "Donated!" "Thanks!". To all future donators, I say thanks.
So I made all objects start asleep when created like in old vphysics, hopefully this will alleviate any lag issues anyone may have been having on maps with many props.
I'm interested - What exactly would custom vehicle creators want to change about the old vphysics vehicle controller even after customizing their custom vehicles via the vehicle scripts? I'm not talking about the default HL2 vehicles by the way.
Also sorry about the triple post, I'm only bumping this thread if it's something new.
[QUOTE=Grayman;43501035]I'm interested - What exactly would custom vehicle creators want to change about the old vphysics vehicle controller even after customizing their custom vehicles via the vehicle scripts? I'm not talking about the default HL2 vehicles by the way.
Also sorry about the triple post, I'm only bumping this thread if it's something new.[/QUOTE]
Would be nice if you could expose the vehicle script settings, similar to the old [URL="http://gmodmodules.googlecode.com/svn/trunk/gm_pimpmyride/"]pimpmyride[/URL] module.
Not really sure about anything else.
[QUOTE=BomBom;43502797]Would be nice if you could expose the vehicle script settings, similar to the old [URL="http://gmodmodules.googlecode.com/svn/trunk/gm_pimpmyride/"]pimpmyride[/URL] module.
Not really sure about anything else.[/QUOTE]
Yeah, I can do that.
[QUOTE=Grayman;43503551]Yeah, I can do that.[/QUOTE]
Actually, after taking another look at it, I can't do it without Garry's help. Pimpmyride used a giant hack to get the physics vehicle controller, which assumes that CBaseEntity AND IServerVehicle weren't changed by Garry.
But anyways I did expose some physics environment stuff, maybe that gravity hulls tool could benefit from it?
Also by the way, if more people could, please donate! I really need it.
[QUOTE=Grayman;43517656]Actually, after taking another look at it, I can't do it without Garry's help. Pimpmyride used a giant hack to get the physics vehicle controller, which assumes that CBaseEntity AND IServerVehicle weren't changed by Garry.
But anyways I did expose some physics environment stuff, maybe that gravity hulls tool could benefit from it?
Also by the way, if more people could, please donate! I really need it.[/QUOTE]
The primary benefits I'd like to see would be more efficient physics in general, I'd like to see the ability to have many more collisions occurring than you would normally see in a garrys mod build server. Though with parenting and poly weld and whatnot it is already able to be mitigated to an extent.
Ideally, the greatest benefits I can see coming out of this would be improved player collisions with moving props, perhaps to the point where we can actually stand on a moving vehicle; and enhanced ability to alter prop physics via lua.
As for vehicles, the only thing I can see a requirement for is a simple function to tell the vehicle where to place the exiting player.
[QUOTE=Grayman;43517656]Actually, after taking another look at it, I can't do it without Garry's help. Pimpmyride used a giant hack to get the physics vehicle controller, which assumes that CBaseEntity AND IServerVehicle weren't changed by Garry.
But anyways I did expose some physics environment stuff, maybe that gravity hulls tool could benefit from it?
Also by the way, if more people could, please donate! I really need it.[/QUOTE]
It's still possible to reverse engineer to fix the VTables if they were changed. I doubt ISeverVehicle was changed, but CBaseEntity probably has been.
[QUOTE=Nexus435;43518123]It's still possible to reverse engineer to fix the VTables if they were changed. I doubt ISeverVehicle was changed, but CBaseEntity probably has been.[/QUOTE]
Yeah, I know. But it requires maintenance, which I may not be able to do some time in the distant future.
So Grayman, I know you're quite busy. But what's your progress report so far.
Is it starting to get stable, or even usable in actually Sandbox games, etc?
Great job though so far.
[QUOTE=sarge997;43522181]So Grayman, I know you're quite busy. But what's your progress report so far.
Is it starting to get stable, or even usable in actually Sandbox games, etc?
Great job though so far.[/QUOTE]
Pretty stable. See for yourself, those [url=http://peniscorp.com/vphysics/index.lua]automatic builds[/URL] weren't set up for the hell of it.
Seems the automated builds haven't been working for 5 versions so far.
Possibly broken?
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