Author Topic: Another Topic About Physics  (Read 6898 times)

Fred187

  • PGP
  • Posts: 48
Another Topic About Physics
« on: May 01, 2006, 02:17:08 PM »
I know that this question has been brought up before, probably a few times (possibly by me) but, now that we have the new skeletal animation system, is there any chance of us seeing some ragdoll physics? From what I understand about this subject (not much), it is much easier to implement them when you have skeletal animation. I also understand that this somewhat screws up the network code, but there must be some way to overcome this. UT did it (although not on the Quake engine, so that was a very poor example).

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Another Topic About Physics
« Reply #1 on: May 01, 2006, 02:21:58 PM »
If there's enough of a demand for it, maybe.

GreenAffairz

  • Autococker
  • Posts: 515
Re: Another Topic About Physics
« Reply #2 on: May 01, 2006, 05:53:29 PM »
:):):) RAGDOLL ROCKS!!

Eiii

  • Autococker
  • Posts: 4595
Re: Another Topic About Physics
« Reply #3 on: May 01, 2006, 06:20:38 PM »
How about NOT NETWORKED ragdoll physics? A person dies, and the ragdoll calculations are all client-side.

TinMan

  • Autococker
  • Posts: 1347
Re: Another Topic About Physics
« Reply #4 on: May 01, 2006, 06:33:12 PM »
But then in the demo's you'd find out what I do with you when you die eiii...we can't let that happen.

Eiii

  • Autococker
  • Posts: 4595
Re: Another Topic About Physics
« Reply #5 on: May 01, 2006, 07:21:06 PM »
Still, if there's going to be ragdoll, it shouldn't be server side.

For the sake of lag.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: Another Topic About Physics
« Reply #6 on: May 01, 2006, 08:50:25 PM »
How about NOT NETWORKED ragdoll physics? A person dies, and the ragdoll calculations are all client-side.
That's probably the only way it would be if I implemented it.

Fred187

  • PGP
  • Posts: 48
Re: Another Topic About Physics
« Reply #7 on: May 02, 2006, 10:43:04 AM »
If there's enough of a demand for it, maybe.

Woohoo!!!! Ragdolls!!!! (I know you didn't actually say you would, but that "maybe" gets me all excited). If you were to implement that kind of physics, could you do it on the guns as well? So when you die, woy drop your gun and it fall bounces and slides until it stops (the guns would of course have to be realisticly sized). Am I right in thinking that making it client side would allow it to be optional, so slower systems wouldnt have to try to run it? Also, on a different note, will we be seeing character shadows in the future? Awesome game by the way, keep up the good work.

Eiii

  • Autococker
  • Posts: 4595
Re: Another Topic About Physics
« Reply #8 on: May 02, 2006, 04:27:11 PM »
I think dynamic lighting would be a bit too much work, or a bit too much for some people's computers. And if the guns fall, how will they rotate?

Fred187

  • PGP
  • Posts: 48
Re: Another Topic About Physics
« Reply #9 on: May 04, 2006, 11:44:33 AM »
You could have it as an option in the menu: 1. realisticly sized guns that fall/roll. 2. regular guns the could still fall but remain upright and rotating (I think that already happens?)

afortier

  • Stingray
  • Posts: 86
Re: Another Topic About Physics
« Reply #10 on: June 12, 2006, 10:19:12 AM »
Does anyone know of an open-source equivelant to the havok physics engine?

afortier

  • Stingray
  • Posts: 86
Re: Another Topic About Physics
« Reply #11 on: June 12, 2006, 10:20:45 AM »
Look what I found:
http://www.ode.org/ode.html

Eiii

  • Autococker
  • Posts: 4595
Re: Another Topic About Physics
« Reply #12 on: June 12, 2006, 04:41:50 PM »
You both revived a topic, and double-posted in under a minute.

You either win, or lose. I can't decide which.

Other than that, this looks okay, at first glance.

afortier

  • Stingray
  • Posts: 86
Re: Another Topic About Physics
« Reply #13 on: June 13, 2006, 08:13:01 AM »
Anything productive to say eiii, other than posting my forum usage statistics?

bug

  • 68 Carbine
  • Posts: 335
Re: Another Topic About Physics
« Reply #14 on: June 13, 2006, 08:17:28 AM »
Anything productive to say eiii, other than posting my forum usage statistics?
He said something productive:

Shut up
Stop reviving dead topics
Don't make 1000 topics/posts every second.
It's called SPAM.

afortier

  • Stingray
  • Posts: 86
Re: Another Topic About Physics
« Reply #15 on: June 13, 2006, 08:22:36 AM »
Spam is posting an adv for another site all over said site. This is not the case here.

bug

  • 68 Carbine
  • Posts: 335
Re: Another Topic About Physics
« Reply #16 on: June 13, 2006, 08:24:46 AM »
You're just as wrong as you are stupid. Congrats! :D
http://en.wikipedia.org/wiki/Forum_spam

afortier

  • Stingray
  • Posts: 86
Re: Another Topic About Physics
« Reply #17 on: June 13, 2006, 09:38:13 AM »
You bug me, bug. :)

Some spam contains ads that link to, for example, discount medicine websites. Some spam contains chain letters and pyramid schemes. Most spam is simply, for example, typing the letter "A" constantly.

Oh really... I cannot recall spamming.

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!

Qoo

  • VM-68
  • Posts: 100
Re: Another Topic About Physics
« Reply #18 on: June 13, 2006, 10:07:09 AM »
We should remember that just because something is on wikipedia we should take its word without debate, it's not an infallible site of knowledge.

Not saying it is or isn't spam, but don't use wikipedia to end arguments.


 :-\

afortier

  • Stingray
  • Posts: 86
Re: Another Topic About Physics
« Reply #19 on: June 13, 2006, 10:45:32 AM »
You're just as wrong as you are stupid. Congrats! :D
http://en.wikipedia.org/wiki/Forum_spam
yeah bug, wiki sucks.