Phoenix Engine 1-5-06 Complex Rigid Body Dynamics

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David
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Phoenix Engine 1-5-06 Complex Rigid Body Dynamics

Post by David » Thu Jan 05, 2006 5:13 pm

The physics models from the editor now can be synchronized with complex visible models, which means we can simulate physics on detailed objects very efficiently.

I got video recording working properly again too:
Image

Yes I know it is hovering slightly above the ground, but it only does that in the editor (because the shadow helps manipulate points on the x-z plane)
Last edited by David on Tue Jan 10, 2006 4:56 pm, edited 1 time in total.

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Lisa
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Post by Lisa » Thu Jan 05, 2006 5:27 pm

That looks great!

Keep up the good work!

:D

rmfitzgerald50
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Post by rmfitzgerald50 » Thu Jan 05, 2006 5:28 pm

Wow--that looks pretty good. BTW, in Lugaru 1, sometimes a missed knife throw would bounce off of a hard surface (level 10 comes to mind) and land in/fly to the most unlikely of places. Will this be remedied in L2 with an appropriate tumble, maybe like flipping end over end? Maybe, depending on the object hit, the knife could embed (at various angles) or ricochet (when hitting a hard object at a shallow angle--still causing damage)? If thrown at a rock face, could a knife actually break or be damaged (i.e. bent, mangled, etc)? Anyways, it looks pretty sweet--keep up the good work.

Edit - Come to think of it, what about when the knife does hit the target --will it be able to hit multiple locations (not just the "middle-of-the-chest" or back), causing varying degrees of damage? How extensive is the location-based damage system? Thanks.
Last edited by rmfitzgerald50 on Thu Jan 05, 2006 9:04 pm, edited 1 time in total.

Silb
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Post by Silb » Thu Jan 05, 2006 8:35 pm

Beautiful!

...there will be a need for a *huge* forum next fall if the phoenix engine allows video recording :roll:

zip
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Post by zip » Thu Jan 05, 2006 10:20 pm

Can weight be assigned to specific sections of the model?

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Razor7
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Post by Razor7 » Fri Jan 06, 2006 3:48 am

zip wrote:Can weight be assigned to specific sections of the model?
True, i think the hilt would be falling a little faster and would even out, but common... this is like... a flippin miracle! I'm so suprised to see such work David.. we all love ya.

-TC

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Tribaal
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Great

Post by Tribaal » Fri Jan 06, 2006 5:04 am

Looks amazing... Great work!

:)

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levbot
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Post by levbot » Fri Jan 06, 2006 9:52 am

awesome, but zip does raise an interesting point, assigning weight quantities to certian portions of the rigid visual models does really change the feel of the phisics engine.

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Nazgul11
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Post by Nazgul11 » Fri Jan 06, 2006 12:23 pm

Very, very nice work. And yes, it would most likely even out, if there where different sections with different weight values.
Last edited by Nazgul11 on Fri Jan 06, 2006 2:29 pm, edited 1 time in total.

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Crill3
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Post by Crill3 » Fri Jan 06, 2006 1:13 pm

*eats physics*
Yummy!

broli
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Post by broli » Fri Jan 06, 2006 1:23 pm

I think that can be assigned as where to put the gravitation point instead of saying what the weight is of the different parts AFAIK

David
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Post by David » Sat Jan 07, 2006 1:13 am

With textures and shading:
Image

The sparkles indicate which point is selected.

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Lisa
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Post by Lisa » Sat Jan 07, 2006 1:14 am

I love the sparkles.

:D

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Sectaurs
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Post by Sectaurs » Sat Jan 07, 2006 2:29 am

you're just killing the edge on that blade, David.

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Razor7
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Post by Razor7 » Sat Jan 07, 2006 4:23 am

looks amazing, i only wish i could see it sitting there for a little while, or have a version i could slow down and scroll at 1/2 the fps it's running now.

-TC

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