@Grayman, would it be possible to scale physics entities (or even create custom physics meshes) in lua?
[QUOTE=cartman300;43524877]@Grayman, would it be possible to scale physics entities (or even create custom physics meshes) in lua?[/QUOTE]
[QUOTE=Grayman;40359450]What's this? The ability to scale physics models?
[vid]http://puu.sh/2DP55.webm[/vid]
Yep!
(Some mass center stuff is totally broken with the scaling right now, that's why some of the objects were acting weird)[/QUOTE]
100% possible. Although source does share a single collision model for the objects with the same models, so you'd have to duplicate the collision model and use that specific one for props with a certain scale. Shouldn't cost too much, collision models in bullet are simplistic.
[QUOTE=BomBom;43523572]Seems the automated builds haven't been working for 5 versions so far.
Possibly broken?[/QUOTE]
And yes, it does appear that they are broken. I'll talk to gran pc, should be fixed in no time.
Looks like gran pc took a vacation. Or died. Or both. So here's a compiled version with who knows what code I haven't committed yet.
[URL]https://dl.dropboxusercontent.com/u/5619434/Development/muyphysics.zip[/URL]
And as another side note: Only two people have donated. I'd really like it if more people donated, so I'm not a burden on a small group of people.
What are your projections in terms of using this module with multiplayer servers? Will this require clients to have an identical module on their end or is it similar enough to VPhysics in it's results that clients can still use the old slow physics system for predictions?
On another note how much in terms of donations would be helpful as I would be extremely interested in the applications of a system like this one for multiplayer servers.
[QUOTE=thelastpenguin;43539981]What are your projections in terms of using this module with multiplayer servers? Will this require clients to have an identical module on their end or is it similar enough to VPhysics in it's results that clients can still use the old slow physics system for predictions?
On another note how much in terms of donations would be helpful as I would be extremely interested in the applications of a system like this one for multiplayer servers.[/QUOTE]
Multiplayer should be fine with vphysics installed serverside only. There is no clientside prediction of prop movement, the only thing vphysics is used for clientside is player->object collision prediction (such as movement on objects).
If a lot of people could donate as little as $5-10, that'd be amazing.
Donated $40, hope it helps. What you are doing here is nothing short of incredible.
I must admit I'm not exactly sure of the implications of a bullet-physics implementation, but can I ask if it allows for the holy-grail of prop-building? Absolute.... parenting? :D As in, welded structures act and collide as if they were one entity/model? If so, that would be astronomically amazing! You'd breathe life and fire into the very heart of the Gmod building community!
Even better would be mergeing the physics models of multiple props.
This was discussed before. Won't be done at vphysics level, but users are certainly welcome to make their own mods to do it. One workaround is to increase the substeps of the simulation (vphysics_maxsubsteps convar) which makes collision detection and solving more rigid.
Also, a better explanation for why welds are wobbly other than "it's the nature of physics engines": Bullet's constraint solver is just a general thing. It has no specific code for any constraints, the constraints just set up a formula and the solver solves it.
On another topic: I set up some git submodules in the repository so devs won't have to chase down all sorts of external libraries. They do require some special setup which is explained in the repo's readme.
[QUOTE=Ott;43543006][video=youtube;JuImaFYFZV8]http://www.youtube.com/watch?v=JuImaFYFZV8[/video]
????[/QUOTE]
That isn't vphysics though, the collision sounds and friction are still on!
[QUOTE=thelastpenguin;43539981]What are your projections in terms of using this module with multiplayer servers? Will this require clients to have an identical module on their end or is it similar enough to VPhysics in it's results that clients can still use the old slow physics system for predictions?
On another note how much in terms of donations would be helpful as I would be extremely interested in the applications of a system like this one for multiplayer servers.[/QUOTE]
As far as i can see if you step on props without having the same vphysics module on your client then you seem to fly off.
Maybe when this module is close to done garry may include it with garrysmod by default?
We can only hope!
[QUOTE=BomBom;43544750]As far as i can see if you step on props without having the same vphysics module on your client then you seem to fly off.
Maybe when this module is close to done garry may include it with garrysmod by default?
We can only hope![/QUOTE]
Hmm. This is with vphysics installed serverside, and you using valve's vphysics clientside? Or vice versa?
That was with your physics serverside and the default physics clientside.
Seems as if there are conflicts.
Gonna try running your physics on both soon to see if the prop bounce effect stops.
[QUOTE=BomBom;43547178]That was with your physics serverside and the default physics clientside.
Seems as if there are conflicts.
Gonna try running your physics on both soon to see if the prop bounce effect stops.[/QUOTE]
Huh. It should be working fine at least that way. This flying off is just a result of client side prediction right? You don't actually fly away?
Seems players get pushed off any spawned props, i can land on props and remain on them if i don't move at all but even then i sometimes bounce off.
If i use the module on both client and server or only use it on the server then i seem to get the same throwing off bouncing effect.
Putting props on top of each other doesn't seem to have the same effect.
Seems as if the player physics are broken.
[QUOTE=BomBom;43548795]Seems players get pushed off any spawned props, i can land on props and remain on them if i don't move at all but even then i sometimes bounce off.
If i use the module on both client and server or only use it on the server then i seem to get the same throwing off bouncing effect.
Putting props on top of each other doesn't seem to have the same effect.
Seems as if the player physics are broken.[/QUOTE]
Okay, yeah player physics vs props are quite bouncy at the moment. I've got no idea why, I'll put this on the todo list.
[QUOTE=Grayman;43549858]Okay, yeah player physics vs props are quite bouncy at the moment. I've got no idea why, I'll put this on the todo list.[/QUOTE]
The issue may lie with clientside prediction. In my experience, if the client and server physboxes are not synched the prop will "Feel" like jello and you will bounce and jitter all over it and randomly clip through it.
[QUOTE=Diggz;43552636]The issue may lie with clientside prediction. In my experience, if the client and server physboxes are not synched the prop will "Feel" like jello and you will bounce and jitter all over it and randomly clip through it.[/QUOTE]
Nope! It's a vphysics issue. Tested it in a listen server.
I have to say, bravo for going above and beyond for trying to correct one of gmod's most blatant issues, its physics and optimization
[QUOTE=da space core;43553081]I have to say, bravo for going above and beyond for trying to correct one of gmod's most blatant issues, its physics and optimization[/QUOTE]
It's kind of.. Well it's pretty funny that Source's biggest issue is physics considering it was meant to be a physics engine.
[QUOTE=TheMrFailz;43556411]It's kind of.. Well it's pretty funny that Source's biggest issue is physics considering it was meant to be a physics engine.[/QUOTE]
Source wasn't meant to be a physics engine though? Valve left physics the way it is because it works fine where they're using it, in HL2. A game based off of a physics engine though really shows valve's vphysics flaws
I fuck'd the game. I installed this like the instructions said. I still had punch of files to transfer but they seemed to be useful. Well my props went trough world and now i can't undo transfer even when i have the old window open.
[QUOTE=Laamapalmu;43559128]I fuck'd the game. I installed this like the instructions said. I still had punch of files to transfer but they seemed to be useful. Well my props went trough world and now i can't undo transfer even when i have the old window open.[/QUOTE]
Whoops! Did you overwrite valve's vphysics? You should be able to fix it by deleting my vphysics and verifying the cache.
Props falling through world is a known issue atm with maps that have physics props already. Spawned ones should be OK. If you want details check out the [url=https://github.com/DrChat/Gmod-vphysics/issues/16]github issue tracker[/url].
[QUOTE=Grayman;43559279]Whoops! Did you overwrite valve's vphysics? You should be able to fix it by deleting my vphysics and verifying the cache.
Props falling through world is a known issue atm with maps that have physics props already. Spawned ones should be OK. If you want details check out the [url=https://github.com/DrChat/Gmod-vphysics/issues/16]github issue tracker[/url].[/QUOTE]
Alright. But why do i get 7 more files that doesn't have use on my knowledge?
[QUOTE=Laamapalmu;43559295]Alright. But why do i get 7 more files that doesn't have use on my knowledge?[/QUOTE]
*.pdb files are debug symbols for programmers and gmsv_vphysics is the lua module.
I'd donate if I could to this wonderous project but I simply don't have the funds (or a job :v:) so I just wish to thank you and the others who have worked on it - you've done a brilliant job so far and I can't wait to see the day where this will change GMod forever.
Threw $20 your way; I know it's not a lot but I hope it helps.
[QUOTE=Grayman;43559338]*.pdb files are debug symbols for programmers and gmsv_vphysics is the lua module.[/QUOTE]
Do we have to use the lua module?
What sort of benefits does it give?
[QUOTE=BomBom;43560679]Do we have to use the lua module?
What sort of benefits does it give?[/QUOTE]
It's only needed if you're going to do physics stuff in lua.
The c++ source has functions with documentation above them if you want to check it out.
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