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Resident Evil 4 fanboy
19
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Joined: 2nd Feb 2005
Location: Where evil doers are!Oh wait, my room!
Posted: 3rd May 2005 08:38
how do you program physics in the game,
Baggers
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Joined: 31st May 2004
Location: Yonder over dem dere hills
Posted: 3rd May 2005 10:27
Wow...now theres a question, i guess you dont realise what a huge topic that is so lets break it down one question at a time:
* What kind of physics are we talking jumping and such or half-life2 style ?!
* What do you already know/ have tried doing
* How good is your math? have you done work with vectors yet ?

basically give us some background so we can help !
Ive got mailback on so ill get to you as soon as i can.

Really though the search button is your friend, use it...youll find you not the first to ask this !

Resident Evil 4 fanboy
19
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Location: Where evil doers are!Oh wait, my room!
Posted: 3rd May 2005 11:21
what kind of physics I mean is physics you see in half life 2, Halo 2.
Resident Evil 4 fanboy
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Location: Where evil doers are!Oh wait, my room!
Posted: 3rd May 2005 11:25
sorry, I need to be more specfic,
In halo 2, when you throw a gernade the character will not only die but fly in the air. Also in Mercanary your able to destory buildings. Thank you to anyone who replies
Narf The Mouse
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Posted: 4th May 2005 18:37
Try the Newton Game Dynamics Wrapper. It works for most people.

I can't tell you how to use it, though, since it doesn't work right for me.

http://forum.thegamecreators.com/?m=forum_view&t=50438&b=5

Cheese!

Expert Bug-Finder, Horrible at Identifying Them.
Chris K
20
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Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 4th May 2005 22:18
For 2D, check out Fizz on the WIP board.

My Showcase - It's DBpro-tastic
EddieB
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Joined: 29th Sep 2004
Location: United Kingdom
Posted: 5th May 2005 02:10
spidyfan, Rich put an edit button there for one reason, To use it :

Also , I made a post about physics some whare with a bouncing ball, That might help you.

Welcome to the forums

-Eddie

Learning C
Resident Evil 4 fanboy
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Joined: 2nd Feb 2005
Location: Where evil doers are!Oh wait, my room!
Posted: 5th May 2005 03:15
Thanks
EddieB
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Joined: 29th Sep 2004
Location: United Kingdom
Posted: 5th May 2005 03:44
I have only just started using physics You are best using Newton game wrapper as seen above .


Heres the link to my physics code. ( Made by Tomu )

http://forum.thegamecreators.com/?m=forum_view&t=53160&b=1

And Newton Game Wrapper
http://forum.thegamecreators.com/?m=forum_view&t=50438&b=5

-Eddie

Learning C
zenassem
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Location: Long Island, NY
Posted: 5th May 2005 05:24
It might help you to read a book on Physics Modeling in games, If you truly wish to gain an understanding of how to "program" physics yourself. There are some beginner books, and they go all the way up to expert level. Most are going to have examples in language other than DB. So to get the most out of them it would help if you have some C++ and Object Oriented Programming experience. Even without that, they still make for a good read, and your understanding of how physics engines are designed and implemented will greatly be enhanced.

I can sugggest reading


Physics Moddeling For Game Programmers by David Conger
published byremier Press
ISBN: 1-59200-093-2


As a starting point. The code examples are a mix C and C++. And spends some time covering DirectX (like every programming boook on the planet). But, the ideas expressed are quite valuable.


The Chapters cover

1. Physics in games
3-D objects
3-D scenes
movement
Rigid Objects
Rotation
Friction
Air and Water Resistance
Gravity
Collisions and Explosions
Springy Things
Waves
Essential Geometry of triangles
vectors
matrices
derivatives

2.(covers the directX framework, Com objects, & Direct3D)

3.Mathematical Tools for Physics and 3-D programming
The geometry of Triangles
2-D Coordinate Systems

3-d and 4-D Coordinate Systems
Units

Vectors
Implementing Vectors in Code
Mult. & Div. of a Vector by a Scalar
The Dot Product
The Cross Product
Unit Vectors
Projection
Vectors in 3-D

Matrices
The Identity Matrix
Addition and Subtraction
Mult. and Div by a Scalar
Matrix Multiplication
Transpose
Determinants
Matrix Inversion

4. 2-D transformations and Rendering
5. 3-D transformations and rendering
6. Meshes and X Files

Part II 3D Objects, Movement, And Collisions
7. Dynamics of particles
point particles
1-D,2-D,3-D Kinematics
Modeling Point Masses

Chapter 8 Collision of point particles

Collision Detection
spheres
cylinders
boxes
optimizations with space partitioning

Collision Response
Conservation of momentum
Energy
Elastic Collisions
Inelastic Collisions
Point Particle Collisions in 2 and 3-D
Collision of Spheres

9.Rigid Body Dynamics
10. Collision of Rigid Bodies
11. Gravity and projectiles
12. Mass and Spring systems
13. Water and Waves

15. Cars,Hovercraft,ships,and Boats
16. Aircraft and Spacecraft


That should be enough to keep you busy. Once you have that under your belt or just for a fun check out ragdoll physics implementation. You can see an example in the WIP or Product Release boards tiltle monkey bowling. It was featured in the News article a little while back, and I know that it's been enhanced since.

If you just want a working physics system, check what the people above have posted.

~zen


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