oxNewton Component.

Share with us how are you using the powerrrr of the force

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Postby Julio Jerez » Fri Nov 03, 2006 11:15 pm

Wow this is very cool,
You said you are no using joint for this?
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Postby Dave Gravel » Fri Nov 03, 2006 11:20 pm

No this one using UpVectorJoint.
My trick with no joint method don't work good on terrain I now using UpVector.
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Postby Julio Jerez » Fri Nov 03, 2006 11:21 pm

we need to make that better for next patch.
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Postby Dave Gravel » Fri Nov 03, 2006 11:27 pm

I have find some good method to use UpVector and i think it is a good joint. I start to like to play with it.
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Postby Dave Gravel » Fri Nov 10, 2006 3:46 pm

oxNewton v1.47 beta is out.

http://www.dave.serveusers.com/oxNewton.html

What new in this version:

I have add a option on the dynamic sphere object to enable the extented
sphere to get a egg shape to make character control or what you like more
easy.
I need to add same on the static sphere i surely make a little update
soon i have forget it on this version.
I have add compound object too static and dynamic mixed with mesh.

I have remove the Splash screen coming from my dll now you can execute it
free with no splash.

In test: now you can add & set and get force, torque, velocity and more from
anywhere you not need to use callback ForceAndToque.

Some major fix on the material surface system from my dll.
Some pointer stuff is corrected too.
I have clean-up some parts of code.

I have add more demos showing new features.
A lot of fix and new features it is surely one of the best oxNewton version
in the moment.

Have Fun.

Edited:

It is a little Compound room editor.
http://www.dave.serveusers.com/CompoundRoomCreator.rar

In the moment the editor create only static compound box, but later I adding
all other's possible object's to use with the compound exemple static mesh
3ds. It is only a room editor if you need dynamic object you add it by hand
from your code.

Command:
w,a,s,d moving view.
esc active moving view or disable moving view.
left mouse select wall and face to texture.
No more command in the moment it is realy only on the first state.

Edited:
I have make a little modification to the room if you like to see it download
this save and just to copy it in save folder.
http://www.dave.serveusers.com/roombackup.rar
http://www.dave.serveusers.com/characte ... _level.rar :oops:

More information about it coming in the next component version.
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Postby Dave Gravel » Mon Nov 20, 2006 10:59 pm

This is one of my futur coming demo with source in my next component
version.
The only thing changing with the coming component demo version is the map
size.
It is already possible to create exactly same simulation with my component
version 1.47 the only difference
is this demo using a static compound scene editor to create the scene and
this one coming in the next component version too.

Demo
http://www.dave.serveusers.com/character_newer.rar

Compound Scene editor / you can import the demo room01.ox3 and change it.
http://www.dave.serveusers.com/CompoundSceneEditor.rar

Next in coming:
Ragdoll on die.
Vehicle simple.
Door joint.
More joints stuff.
More character more AI.
Some fix on the character to remove some little bug.
Some fix on the camera.
Room shadow already working in test.
Character shadow in test.
GLSL implemented.
In final the room editor is suposed to can save a total
scene,textures,shadows,player spawn,sound,light.
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Postby Dave Gravel » Mon Nov 27, 2006 5:23 am

Sorry about the flood on this topic, it is only in information to all interested users.

Hi, I have out my new version beta 1.47 it make already 2 weeks.
I have choice to out a new 1.47 version but this one is only a update with
some addition and correction.
It is not the new next release I have talk I prefered to out a test version
with the new features before.

What new:
I have change the method how the mass is calculed, now it is more real the
old method is wrong in some case.
Again I have work a lot to update the material surface system in my dll to
make it faster.
I have add and correct the extented sphere part on static and dynamic
object.
I have correct some errors too in the compound object.
I have add the extented sphere to the compound object too.
Now all dynamic object have a option named InternalForceAndTorque when this
option is actived you can set force and torque and more directly from the
code you not need to use the callback, but if you prefered the callback is
again present.
I have add two new joint universalcontrol and Shock on the customjoint,
universalcontrol is a modified joint from me and it is very usefull but it
is not totaly terminate.
I have add a new friction mode on all object too now you have
Frictionmotion1 and Frictionmotion2 by default the system using only the
mode 1.
The Frictionmotion1 is normaly all time enable and the Frictionmotion2 is
use only on some special situation more about it later.
I have add 3 new demos to show the new joints working but more demo is in
coming with the next component version.
I have optimize some parts to try to get more speed, on my computer I
getting a total of 30 to 50 fps faster in some demos.
I have update some demos to make it working with the new features and the
new correction.
If you already have the Media of the 1.47 version you don't need to download
it again.
I surely forget some stuff or update but anyway when I getting time I
writing a doc with all important informations to know about oxNewton.

http://www.dave.serveusers.com/oxNewton.html

Have fun all with this new version.
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Postby Dave Gravel » Fri Dec 22, 2006 11:58 pm

Some users by e-mail have request to me to have a explode demo.
I have create one quickly, it is surely not the best way but looking to work not so bad.
Have fun and good luck with your project.
http://www.dave.serveusers.com/ExplodeDemo.rar
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Postby Dave Gravel » Mon Apr 16, 2007 11:08 am

I have made a newton pause the time to work on my delphi directx component now it have evoluate a lot more.
http://www.dave.serveusers.com/oxDX9.html

Update7: This is my first real physic demo build from my new directx component and newton.
Newton Physic Character control updated, it is not 100 % ok but start to come better.
http://www.dave.serveusers.com/MK_Army_Level_Test6.rar

The character control is not perfect at all but I find it not so bad in general, if people is interested to see result just to download this rar.
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Postby XPL0173R » Tue Apr 17, 2007 6:05 pm

This character control method sux. The problems are following:
-Quake-like 'insta set velocity', which will in future make you able to push 200 ton boxes and you will be able to climb 89 degree mountains
-100% air control which(in combination with previous sux VERY hard), you cannot be pushed and always jump in 90 degree up(which is unrealistic but exist in almost all games:/)
-crouching don not affect collision range
-you can alien-like run on wooden elements(my eanglish vocabulary sux:P)
Now:
-You cannot jump on the roof and on some objects(you are Body1 or what?)
-You are rolling out from roof
(YES I WAS ON THE ROOF! DONT ASK HOW!)[not teleport hack]

I suggest all of You that enjoying that demo look on mine:
http://rapidshare.com/files/26544374/Project1.rar.html
cursors-move
mouse-look,test shooting(LMB) and climbing(hold RMB and press Up)
Shift-run(beware of lower friction!)
Insert/Num0-jump
Q-make Qb
W-destroy cubes and shoot marks
G-change body:P
R-FPS/Speed/Impact force(it decreases by 1000 per second in caption, press 'E' to reset it)
[RAGDOLL!=>in real life char will die:P]
1,2-camera FPP/test

And little question: Any1 have working GLScene OXNewton not bone-based ragdoll with good joints at arms/legs(sth like Test Ragdoll but fixed joints)?
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Postby Dave Gravel » Tue Apr 17, 2007 6:29 pm

First of all it is only a quick test and the implementation is far of the end...
Yes in this demo the character size stay all time the same the new implementation have already more that one body and joints it make a better result already but i prefered to wait later before out a new demo i wait to have ai implemented.

Some part on the level like beem, you can't jump because the FaceAttrib is not set and my jumping method work with the FaceAttrib, the level is realy unfinished and i need to set my attrib on the side beem too. It is similar to the roof i have make nothing to fix it in the version you have try.

I'm the oxNewton creator and yes i have already done ragdoll with no bones based system but it is not public stuff sorry...

I have try your demo it is not bad but i realy prefered my method on the game type i like to create.. i already know about the most parts of problem you talking but the major parts of this problem is already fix i have only show a quick demo to say i am back to work under newton my directx component engine is ready to use now...
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Postby Dave Gravel » Fri Apr 20, 2007 11:43 am

Here two video showing the progression.
On this video you can see my new character implemetation.
I using again the UpVector and 2 custom controled joint.
The implementation is not totaly finish but this video give a good idea.
Later the player can sleep on the floor and much more...

http://www.dave.serveusers.com/GraphicVisual.wmv
http://www.dave.serveusers.com/PhysicVisual.wmv

Edited:
Just two more video to show it in action.
http://www.dave.serveusers.com/PhysicVisual2.wmv
http://www.dave.serveusers.com/PhysicVisual3.wmv
Last edited by Dave Gravel on Fri Apr 20, 2007 3:57 pm, edited 1 time in total.
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Postby Julio Jerez » Fri Apr 20, 2007 11:47 am

dudeeee. awesome !!!!!!!!!
You are going to have to teach me some tricks :D :D
keep it up man
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Postby Dave Gravel » Fri Apr 20, 2007 12:02 pm

Thanks i have find this result pretty funny me too.
It is why i show it hehe.
I let's you know my progress about it.
When i have clean some parts i can post my code too.
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Postby Dave Gravel » Fri Sep 07, 2007 2:43 am

New oxNewton version 1.50
The demos don't have change so much but i have take the times to update the component and to improve a lot my dll...

http://www.dave.serveusers.com/oxNewton.html

Have Fun.
Happy Coding. 8)
You search a nice physics solution, if you can read this message you're at the good place :wink:
OrionX3D Projects & Demos:
https://orionx3d.sytes.net
https://www.facebook.com/dave.gravel1
https://www.youtube.com/user/EvadLevarg/videos
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