Newton videos on youtube (beware: flash video heavy topic)

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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Leadwerks » Tue Jul 21, 2009 5:02 pm

It's using the raycast vehicle in beta 2.03. It's still very limited, but the physics and everything else are promising.
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Dave Gravel » Wed Jul 22, 2009 12:44 am

Very nice, like delfi say the suspenssion seen to have a little bit so much damp but the graphics is nice and in general it behaving very good.
Maybe the multibody can give very nice result too over this sort of road and terrain.
I have a special multibody vehicle version in coming maybe you can test it later on this terrain.

I'm really sorry about the delay, I have get a lot of work and the summer vacancy is begin here.
Currently i'm not so much at home but I'm really close to have finish with the multibody vehicle code.
When I get more times I finish it and sent the code to Julio.

Good work and nice graphics.
You search a nice physics solution, if you can read this message you're at the good place :wink:
OrionX3D Projects & Demos:
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https://www.youtube.com/user/EvadLevarg/videos
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Julio Jerez » Wed Jul 22, 2009 1:21 pm

Dave Gravel wrote:I have a special multibody vehicle version in coming maybe you can test it later on this terrain.
:D :P


Dave Gravel wrote:I'm really sorry about the delay, I have get a lot of work and the summer vacancy is begin here.
Currently i'm not so much at home but I'm really close to have finish with the multibody vehicle code.
When I get more times I finish it and sent the code to Julio.

No worries being busy with real work is good. :D
With the economy the way it is, the number one prioprity is keeping your job. Netwon is just Hobby stuff we do for fun.

Leadwerk I am curiors as how to you place the road in your elevation Map that does not shows any z figting even in the far distance?
does you editor export data that could be used for something else?
The terrain looks really good with many subttle lighting effect that are very impresive.
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Leadwerks » Wed Jul 22, 2009 1:36 pm

You can see how I created the terrain here:
http://vimeo.com/5700094
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby kallaspriit » Thu Jul 23, 2009 12:27 pm

Very nice editor :P
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Ivan Mandić » Tue Sep 01, 2009 7:07 pm

I have made one:
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby mauro78 » Sun Sep 13, 2009 1:48 pm

http://www.breakinglass.com/videos.html

We use Newton Game Dynamics for player controller & world collision
Last edited by mauro78 on Tue Sep 15, 2009 4:37 pm, edited 2 times in total.
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby JernejL » Sun Sep 13, 2009 2:43 pm

mauro78 wrote:http://www.breakinglass.com/videos.html

Hi everybody, this is Newton 2.06 integrated with our proprietary engine bgTech ...


It would be better, if you made a separate topic about it, this isn't exactly a piblishing topic.
Help improving the Newton Game Dynamics WIKI
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Leadwerks » Mon Sep 14, 2009 12:02 am

My attempt to make a walking robot using thrusters like gmod:
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Leadwerks » Sat Sep 19, 2009 2:01 am

Some neat vehicle physics once he starts going offroad:
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby JernejL » Sat Sep 19, 2009 5:51 am

That looks really, really nice.. except that the tire suspension setup geometry is totally wrong for a tractor.
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Sury » Sat Sep 19, 2009 11:49 am

Leadwerks video looks awesome, as usual. I hope,I'm not going too off-topic, but I'll ask a few questions.
1.Is this a depth fog. I mean, is it a post-process effect based on a depth texture or it's just a regular fog?
2.This is using a sort of a chunked-based LOD for the terrain, right ? Several index buffers ?
3.Is it created in the editor ?
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Julio Jerez » Sat Sep 19, 2009 11:17 pm

how can you render so many deatil trees?
sare you usin speed tree or sometgong similar?

Darm that looks good.
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Leadwerks » Sun Sep 20, 2009 12:40 am

1.Is this a depth fog. I mean, is it a post-process effect based on a depth texture or it's just a regular fog?

It's a shader.

2.This is using a sort of a chunked-based LOD for the terrain, right ? Several index buffers ?

Yeah. I think the terrain this guy used is 4096x4096 tiles.

3.Is it created in the editor ?

I assume so. I didn't make it.

how can you render so many deatil trees?

Magic. ;) This is why I was asking about a low-memory physics instance. At some point, your memory consumption gets to be prohibitive if you store a separate "object" for each tree, if you have tens of thousands of trees.

sare you usin speed tree or sometgong similar?

No, I wrote the vegetation rendering routines all myself in BlitzMax. I am surprised his card can render so many trees. I have some technology I am working on that will allow much more, like at least 400% more running at the same speed.
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Re: Newton videos on youtube (beware: flash video heavy topic)

Postby Sury » Sun Sep 20, 2009 3:58 am

Yeah, speedTree renders view-oriented quads for the leafs even in close proximity, but this one renders full geometry.
I guess there's 3 levels of LOD, the last one being a billboard-imposter. :)
As for the terrain - 4096x2 is huge.. Also I guess the roads are made by splatting textures, and the detail of the road boundaries is quite good, so I guess the texture is huge too.
The reason I ask is that I'm doing a similar terrain and wonder if it's capable of handling massive landscapes without the need to stream distant tiles, and too much poping, or maybe GPU clipmaps are the way to go..
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