Hobby Project, Adventure RPG, newton 2.09

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Hobby Project, Adventure RPG, newton 2.09

Postby David Coen » Mon Sep 14, 2009 7:08 pm

Hello, and thank you for the newton SDK and comunity.

I am currently having some fun with the newton SDK, and just completed a character movement prototype.

newton is being used for the collision and physics, though i am using it raw, just the newton.lib and dmath lib, not the joint, etc dll.
the player is a compund object of several spheres with zero bounce, zero friction and 1.0 stiffness (softness) and a up constraint, have yet to implement ledge grab/ step over other than sphere pushing over low edges. zeroing vertical velocity when in contact with ground to stop resolution of forces to match player input launching the character.

ogre 1.63 http://www.ogre3d.org/ is being used for the renderer

link: http://www.netbay.com.au/~davidcoen/index.html
Image

ps. seen it work on windowsXP, forgot to mention right ctrl is jump

thanks for your time
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Re: Hobby Project, Adventure RPG, newton 2.09

Postby David Coen » Wed Sep 16, 2009 10:45 am

it was late when i posted this topic, ment to type in NewtonWin-2.08 not 2.09, my bad, or i'm a time traveller
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Re: Hobby Project, Adventure RPG, newton 2.09

Postby Julio Jerez » Wed Sep 16, 2009 2:00 pm

Hey she look very good. Is she a playboy centerford? :shock:
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Re: Hobby Project, Adventure RPG, newton 2.09

Postby David Coen » Thu Sep 17, 2009 8:24 pm

Thanks for your comments,

the character design is from comic book artist Fred Perry, he has been around for years and being a fan of his work, was curious to see it in 3d, or even in computer game form.

the comic series is called Gold Digger http://gd-tangent.tsunami-art.com/ (hmmn, can not find offical page anymore, what the), he recently put up an animation of it at youtube as well http://www.youtube.com/watch?v=fdjjxKwC9VY

was going to try and get a vertical slice of the game by the end of the year, and looking forward to magically have newton push around all my physics props for me :)

-dcoen
Last edited by JernejL on Fri Sep 18, 2009 1:53 pm, edited 1 time in total.
Reason: fixed your link
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Re: Hobby Project, Adventure RPG, newton 2.09

Postby David Coen » Thu Jul 22, 2010 6:22 am

did some work on this project (last six weeks full time)

didn't use a custom joint for the player (still learning newton) just a material and custom forces on the rigid body, but doing ray/concave casts to work out if you step over things so have a simple 'step over', and reducing friction when the player puts in input as i want different mass players to push objects with different force

destoying crates (ok, looking at force on contacts and if there is a lot, swapping in broken bits)
http://www.youtube.com/watch?v=RRqG7zULa54

also the achemedies boyancy example was very appreciated, so played with that too
http://www.youtube.com/watch?v=t7v5z4x5LsU

thanks for newton, great to work with, but i'm another on the list of people caught by passing in pointers to float[3] for vectors not realising that newton expects a float[4]
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Re: Hobby Project, Adventure RPG, newton 2.09

Postby Carli » Thu Jul 22, 2010 11:05 am

Looks very cool.

How did you do the climbing physics?
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Re: Hobby Project, Adventure RPG, newton 2.09

Postby David Coen » Mon Jul 26, 2010 5:38 am

thanks for the comment Carli,

the climbing physics are rather simplistic. when conditions are correct for step over (can cast ray up, then convex cast forward and down a collision sphere, check surface can be stood on) i turn off gravity and move upward at a certain velocity. (user input must be towards step-over point)

have an animation of character climbing and the position in the animation is selected to match the current step over amount (ratio result from the convex cast)

though it means that you 'unclimb' on moving platforms that go up faster than you....
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Re: Hobby Project, Adventure RPG, newton 2.09

Postby Carli » Mon Jul 26, 2010 7:01 am

David Coen wrote: i turn off gravity and move upward at a certain velocity. (user input must be towards step-over point)


ough, when I would implement this, it would break my architecture because gravity is allmighty ;)
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