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Fallout
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Posted: 7th Aug 2006 15:18 Edited at: 7th Aug 2006 16:48
Here ya go. Looks fine in DBP but is the original scale in Dark Physics.

MIKE EDIT - see above, looks like it's ok now

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monotonic
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Posted: 7th Aug 2006 19:03 Edited at: 7th Aug 2006 19:05
@ imekon

About the character controller climbing walls, the problem was the character controller object was being rotated about the x axis and the maximum slope uses both the colliding object and the characters object angles to determine if the difference in angle is greater than the maximum slope so if the character object is getting rotated about the x axis then this wont work, and really the only axis the character object needs rotating on is the Y axis its only the camera that needs to be rotated on both Y and X axii. I have posted a modified version of the character controller demo (overwrite the demo that came with DP).

Non-spiderman code


I know the voices aren't real, but they have good ideas!
imekon
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Posted: 8th Aug 2006 01:19
Thanks, that makes perfect sense. I switched the same line in my code and I can't climb walls anymore.

Well, maybe it's an interesting effect to use in a game...



"Reality Bites"
Mike Johnson
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Posted: 8th Aug 2006 11:50
Lots of changes are being made for the update. So I can keep track of things on here I've made edits to some posts and added a small note. Here's a list of the main changes so far:

Engine:

* when rigid bodies are updated scaling is now applied first to transform, this resolves problems where objects were not of the correct size on screen

Rigid Body:

* set rigid body kinematic rotation updated, results of rotation are now correctly applied
* phy get joint exist now returns the correct value
* added a command called phy get rigid body dynamic, returns 1 if dynamic and 0 if static
* ray cast commands updated to return floats correctly ( problem was due to difference in casting between DB Pro and GDK )
* new command called phy set rigid body terrain extent, default is now -1024
* changed the way static rigid body meshes are updated, this resolves issues with offset positions
* ccd, new command created, phy set rigid body ccd object, state use to enable or disable ccd on a rigid body
* ccd, new demo program showing how ccd works
* scaling for each limb is now taken into account on rigid body meshes

Character Controller:

* can now control the displacement direction when the character controller is moving, this is used to manually implement forces such as gravity or moving from side to side, use the command phy set character controller displacement ID, forward#, backward#, to override the default behaviour, when the movement speed is less than 0.0 then the backward# value is applied to the Y axis, when the movement speed is greater than 0.0 then the forward# value is applied to the Y axis
* use phy set character controller displacement ID, x#, y#, z# to add in your own custom displacement for when the character controller moves
* use phy set character controller displacement ID, state to change the state to either default or completely custom
* added phy set character controller sharpness ID, value# used to control how smooth movement is, low values result in smooth movement up steps etc. while a value of 1.0 results in no smoothing

Documention:

* corrected an error in the Tutorials -> Fixed Joint code listing
* updated reference page for set rigid body linear velocity


Things are going quite well and it looks like most of the main problems people have run into are now being resolved. Expect to see this update towards the end of this week or early next week.
Mike Johnson
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Posted: 8th Aug 2006 12:00
Adding more into the character controller section now - you can now update the volume at runtime which is useful for example, when you want your character to crouch in order to move to a small space.
Syncaidius
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Posted: 8th Aug 2006 12:04 Edited at: 8th Aug 2006 12:06
Good work so far Mike!

I got a few suggestions regarding the vehicle commands.

Could you add support for more than 4 wheels (if it isnt there already). Newton Physics was capable of handling a vehicle with more than 4 wheels, so im sure Ageia PhysiX is too.

Another setback I found was the lack of the ability to set the suspension and wheel power differently for each wheel. This would be really useful for when one of the car's wheels or suspension became damaged, the suspension and wheel power could be ajusted to reflect the damage.

Another lacking feature was the ability to set the brake torque differently for each wheel on a vehicle (e.g. different brakes on front and back wheels).

Would it be possible to make these changes?
They'd be really nice.

EDIT: Thanks for that change to the Character controller!

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Mike Johnson
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Posted: 8th Aug 2006 12:09
Lots more we can do with the vehicle section. For the update I'll increase the limits on wheels and make it so you can control each wheel independantly
Fallout
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Posted: 8th Aug 2006 12:13
Nice one. Good work. We'll keep finding 'em if you keep fixin 'em.

HowDo
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Posted: 8th Aug 2006 12:41
Mike would it be possible to have a demo of pulleys, as if there is one I have not found it yet.

I'm not getting you down am I, Ho Look! another fancy Door?
Syncaidius
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Posted: 8th Aug 2006 12:44 Edited at: 8th Aug 2006 12:52
Thanks for that Mike, I think the scud model from DarkMATTER will be a good model to test the new wheel limit on because it has 8 wheels.

EDIT: Mike, Is it possible to attach an object to a character controller, or retrieve the position of it. If not, could you add something that can do this. A few commands like phy get character controller Position X/Y/Z(Id) and phy get character controller Angle X/Y/Z(Id) would be nice.

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Fallout
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Posted: 8th Aug 2006 13:43
The character controller is the same as other rigid bodies in that its bound to an object. So you just use object position x() object angle x() etc.

Syncaidius
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Posted: 8th Aug 2006 14:39
Thanks Fallout.

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Fallout
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Posted: 8th Aug 2006 15:13
No problemo.

Fallout
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Posted: 8th Aug 2006 22:19 Edited at: 10th Aug 2006 14:56
Character Controller and Ray Casting bug

Ray casting seems to detect a collision with a character controller (usually), but in this example always seems to return 0 as the object collided with. Normally the phy get ray cast object() command works fine, but not with character controllers.

Leave the mode as 0 to see the character controller hit the rigid body (to prove collision), then set it to 1 to perform a raycast instead. It detects it, but returns 0.



I'm wondering whether raycasts to character controllers might be buggy in general. I've been trying to ray cast into my character controllers for ages in my game, but can't hit any of the bloody things. I keep casting rays straight through them and hitting the level behind.


Edit: Btw, here's a confusing bit of command instructions that might've confused DBKing above. When making a character controller the help reads:

Quote: "
ID - identification number of the character controller, these ID numbers are unique to character controllers"


But that's not true, because the ID has to be an object that you've made for the character controller to bind to. So they basically function the same way as other rigid bodies in terms of their ID.

MIKE EDIT - fixed

JerBil
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Posted: 8th Aug 2006 22:26
Vehicles are controlled with the arrow keys. Is is possible to
have assignable keys, like wsad and so on. It would be a nice touch.

Ad Astra Per Asper
monotonic
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Posted: 8th Aug 2006 22:58
@ JerBil

The vehicle controls are independent of the physics system if you look at the vehicle demo's that came with DP there is a check to see if the arrow keys are pressed and if they are then a motor force is applied. You can select whichever keys you like and apply the force if these keys are pressed.

The following code was taken from one of the demo's



I know the voices aren't real, but they have good ideas!
Fallout
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Posted: 8th Aug 2006 23:12 Edited at: 10th Aug 2006 15:02
Ray Cast Bug

Found it. Ray casting always checks rigid bodies first, so that's why I can't ray cast into my enemies. It'll always return the level first. I really think these ray cast commands need to be overhauled though. It's not just the bugs that makes them useless, but there's just no power in them at the moment. I posted a detailed suggestion on the previous page, but basically I think the ray casts need to be constrainable between two points and be able to return more than one collision.

Here's the code showing this bug. It's the same as the code above, but with a rigid body added.


MIKE EDIT - works fine now

JerBil
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Posted: 9th Aug 2006 00:53 Edited at: 9th Aug 2006 00:56
Thanks.
I guess I was looking at the wrong demo...this one does not check keys pressed.



And the documentation re-enforced the idea:

Quote: "
When the up key is pressed the motor force will be set to the maximum motor power."


Ad Astra Per Asper
Steve J
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Posted: 9th Aug 2006 00:55
You should add a demo for dark physics and dark ai users. At first it was hard to get a head on it

http://www.milkpaton.com/
http://phoenixophelia.com
David iz cool
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Posted: 9th Aug 2006 03:28 Edited at: 9th Aug 2006 03:29
i think theres a possible bug with restitution.i made a material with 0 bounce & my object still bounces.

this was my code before i made the object.

phy make material 2,"material1"
phy set material restitution 2,0
phy build material 2

& yes,i did set the material to my object.
Codger
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Posted: 9th Aug 2006 06:38
If you are refering to a jiggling bounce, try increasing the mass by a factor of 40

System
PIV 2.8 MZ 512 Mem
FX 5600 256 mem
Mike Johnson
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Posted: 9th Aug 2006 16:07
David iz cool - the restitution property of a material defines how much energy is lost on an impact and how it will reflect from that impact. A value of 0.0 will cause the object to lose a great deal of energy upon impact and make it bounce as little as possible. Even with this being the case you will still get some rebound.
Mike Johnson
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Posted: 9th Aug 2006 16:08
Added some new commands to give further control over vehicles today:

* phy set vehicle brake torque ID, wheel, value#
* phy set vehicle motor torque ID, wheel, value#
* phy set vehicle steering angle ID, wheel, value#
* phy set vehicle wheel radius ID, wheel, value#
* phy set vehicle suspension travel ID, wheel, value#
* phy set vehicle longitudinal tire force function ID, wheel, extremum slip#, extremum value#, asymptote slip#, asymptote value#, stiffness factor#
* phy set vehicle lateral tire force function ID, wheel, extremum slip#, extremum value#, asymptote slip#, asymptote value#, stiffness factor#
* phy set vehicle wheel flags ID, wheel, flags
monotonic
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Posted: 9th Aug 2006 16:09
Looking good mike.

I know the voices aren't real, but they have good ideas!
HowDo
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Posted: 9th Aug 2006 16:35 Edited at: 9th Aug 2006 16:47
Mike is there a vehicle start facing this direction command as I've tried rotating the object before my do loop but nothing happens.

{edit}

found out how to do it but seem the wrong way I have to rotate the Y direction to turn it in the X plain.

see link
http://forum.thegamecreators.com/?m=forum_view&t=86141&b=30

I'm not getting you down am I, Ho Look! another fancy Door?
DTsine
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Posted: 9th Aug 2006 16:43 Edited at: 9th Aug 2006 16:50
Hey Mike,

Looking good on the vehicle stuff looks like your getting the whole game together I am looking forward too it.

Rich
David iz cool
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Posted: 9th Aug 2006 17:22
could we have a few commands to make player characters react more normally?

like they should stay upright & also be able to move things around.
Mike Johnson
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Posted: 9th Aug 2006 17:24
You can use the character controller for that. If you want to make them push things around then test for collision and apply a force to the objects they come into contact with. If there is time I'll write a demo to show how it can be done.
Elite Gaming
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Posted: 9th Aug 2006 17:25
When can we expect the new update to be released? Just wondered, as some of the new vehicle commands look like they could come in handy.

Also, will we have to pay for the upgrades?
Mike Johnson
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Posted: 9th Aug 2006 17:29
If all goes well the first upgrade will be released sometime this week. You will be able to download upgrades to Dark Physics through your order history when they are released.
David iz cool
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Posted: 9th Aug 2006 17:38
thanks!
Jase
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Posted: 9th Aug 2006 21:56 Edited at: 9th Aug 2006 22:16
set shadow shading on a cloth object causes a crash.
set reflection shading on a cloth object works but im not sure it looks right, will do some more tests.

MetalMackey
Jeku
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Posted: 10th Aug 2006 10:53
There's a little error in the docs under Rigid Body Joints->Revolute Joint, in that both the "make object box" commands don't have the correct parameters (int, float, float, float).

Not a big deal, but I'm a perfectionist


"I understand creative people. After all, I worked with towel designers." - Ray Kassar, former head of Atari
Mike Johnson
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Posted: 10th Aug 2006 10:58
Code listing now updated Jeku

Made a few more updates to the documentation and now going through the rest of the list to see what can be done.
OSX Using Happy Dude
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Posted: 10th Aug 2006 14:13
Hows the new demo going ?

Come to the last Unofficial DBPro Convention (http://convention.logicstudios.net/)
Supplying "NO" since 1974...
HowDo
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Posted: 10th Aug 2006 14:20
Philbert McTwitch my reply would be which one.

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OSX Using Happy Dude
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Posted: 10th Aug 2006 14:21
The demo demo - the one thats was pulled.

Come to the last Unofficial DBPro Convention (http://convention.logicstudios.net/)
Supplying "NO" since 1974...
Mike Johnson
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Posted: 10th Aug 2006 14:21
Not been looking at the demos yet. More important right now to add in extra commands and resolve any outstanding problems.
Mike Johnson
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Posted: 10th Aug 2006 14:57
Been making further changes today. Things like ray casting with character controllers is now sorted out and I've been testing lots of example programs.
The Nerd
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Posted: 10th Aug 2006 16:04
Sounds awesome Mike!

Can't wait for the new update

Black Mesa
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Posted: 11th Aug 2006 20:59 Edited at: 11th Aug 2006 21:00
In tutorial "Advanced Machinery"



should be:


Because the name of the texture is stripe5.png not stripes5.png

Also in tutorial "Advanced Machinery"



End is a reserved keyword and prevents the function from working. Also "function CreateCubeStack ( start, end, x, z )" should be "function CreateCubeStack( start, end, x, z )" Without the space after "Stack"
GICO
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Posted: 12th Aug 2006 17:33
I would really like to see the

phy make cloth from object
phy make cloth from limb


in the next update if it's possible.

Keep up the good work. Can't wait for it to be released!

Give food, give give!!!
Xarshi
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Posted: 12th Aug 2006 19:14
Actually,what GICO said would be awsome. I had heard those commands would exist,and that got me very excited. When I realized they do not exist I was very sad.

Woohoo. DP is finally released!
Elite Gaming
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Posted: 13th Aug 2006 03:03
Seems like their might be a problem trying to get vehicles to react to materials when using the Physic Vehicle commands.

See this thread: http://forum.thegamecreators.com/?m=forum_view&t=86467&b=30
KPad
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Posted: 13th Aug 2006 12:14
Strange problem when using phy make box character controller after building a vehicle the up, left, right arrow keys will control vehicle. Remove the character controller the vehicle works normally. Seems character controller will automatically setup arrow keys to operate vehicle just by making a valid phy make box character control function call.

I didn’t know what to think when my character came out of the house and its’ car had been stolen. All I could think of is that I should of added some Dark AI cops to catch the car thief.
Xarshi
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Posted: 13th Aug 2006 22:05
I know this is a crazy crazy thing to ask for,but how about support for ragdoll animation? Like,you have the .x model with bones,you make the rag doll,and then you can play the animations,but physics will also be in effect for the limbs that are moving,so if it hits a wall,it will stop moving. This would be a greeat effect,but I'm not sure if physx supports this yet.

Woohoo. DP is finally released!
BatVink
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Posted: 13th Aug 2006 22:29
Quote: "I would really like to see the

phy make cloth from object"


That's my fault (well, sort of!) I played around with this whilst beta testing and couldn't get it to work. It's not in there because it wouldn't behave. Hopefully it's not a big deal because it actually exists, and may just need some small adjustments.



HowDo
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Posted: 13th Aug 2006 22:33
I was looking for away that might let you do something to the limbs on your vehicle model like add some matrial to the wheels or bumper if its got one..

Dark Physics makes any hot drink go cold.
Syncaidius
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Posted: 13th Aug 2006 23:21 Edited at: 13th Aug 2006 23:30
@Mike: I have had a PPU installed for some time now. I've been trying everything to break the 30 FPS limit on the fluid demos, but I just cant seem to do it.

I've tried everything. I've tried:
Lowering the detail setting on the fluid blob from 5000 to 4000 to 3000 and then to 1000 but still no improvements on the FPS
I've checked the Sync Rate command and set it to 60, then to 0 for max, but I only manage to get 30 FPS (again).
I've tried using fluids in a demo and nothing else (no rigid bodies, no nothing), but still couldnt get past 30 FPS).

Could you tell me what else I might be doing wrong. It can't be my computer because I have the following specs:

AMD Athlon 64 3000+ processor
1024Mb RAM (DRR 400Mhz)
Sapphire Radeon X1600 XT
ASUS Ageia PhysiX Processing Card (along with Ghost Recon which works a charm )

Any Ideas Mike?

EDIT: I've also come across another problem (maybe a bug), when I try to make a static or dynamic rigid body in Hardware mode (or load a collison mesh saved from software mode in hardware mode), I get an error saying:
TriangleMeshShape created in hardware scene (NxShape address 0x122x8520), but no pages on mesh (not cooked properly?).
Collisions disabled for this shape!


Any Ideas what it means Mike?

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Denis
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Posted: 14th Aug 2006 02:31
I also have problems with a physics card as fluid does not not seem to work which is suppose to call upon the hardware all the time (e.g., the Slime demo for example, or the fluid blob demo). I always get internal driver error or error message like the following: +Task 0, pcm id 97 poll routine hung - error. If I reset the physics card, the program may work once, then starts having errors again.

I have an ATI Radeon 9800 XT, AMD 64 3200+, BFG Ageia PhysX-128MB GDDR3-Graphics Accelarator PCI, 1 Gb PC3200 memory

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