Newton + Ogre

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

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Postby monster » Tue Feb 08, 2005 9:33 am

Judging by the banner at the top of the movie;
http://www.fraps.com/

Personally I then use VirtualDub to recompress it, but I don't know about walaber;
http://virtualdub.sourceforge.net/

And, yeah, cool video!
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Postby Julio Jerez » Tue Feb 08, 2005 9:55 am

Wow very nice. I wonder how long it took to get this stunt right?

.....
Thanks for resampling the video
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Postby The unProfessional » Tue Feb 08, 2005 2:06 pm

Walaber, Exceptional Job :) You always impress even the man himself (julio)

-- side note ---
Hopefully walaber didn't mind me reencoding his video... it was done, btw, with virtualdub (awesome software). Fraps is also cool. It caps Dx/Ogl apps.
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Postby walaber » Tue Feb 08, 2005 10:42 pm

thanks for re-encoding the video... I used virtualdub as well, but my (relatively) new laptop doesn't have Divx on it yet, so I couldn't use that codec. I think I used "Intel Indeo 4.5" or something like that... I was hoping it was standard on Windows, but perhaps not :)

thanks for the compliments, it was surprisingly easy to setup, I guessed at the distance right the first time :)

it's amazing how realistic the vehicle joint can be... if you land properly on the landing ramp, the car has a perfect smooth landing... but if you miss, you go bouncing and crashing all over! great fun :)

I'm really enjoying making this game, I hope to show some more progress pretty soon :)
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Postby kjelle69 » Wed Feb 09, 2005 8:59 pm

Contribution to Newton movie clips.
Only made in DarkBasic so this is the wrong thread, I know.
But still Newton Powered stuff rules!!! :D

http://w1.970.telia.com/~u97016084/Jump.mpg
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Postby walaber » Wed Feb 09, 2005 10:50 pm

wow, great video!!! the ragdolls are really cool :D :D
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Postby BigB » Wed Feb 09, 2005 11:35 pm

great videos walaber\kjelle69 :D
i love watching physic videos like this ehehhe
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Postby Julio Jerez » Fri Feb 11, 2005 12:21 am

@kjelle69
This is very cool stuff, are those two rag doll passenger inside the car?
nice dude. I am really impressed
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Postby The unProfessional » Fri Feb 11, 2005 3:02 pm

Haha, it's like some sick & twisted accident reinactment :) Very cool to watch.
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Postby kjelle69 » Fri Feb 11, 2005 7:30 pm

Yes pure ragdolls, 14 Joints each. (My Girlsfriends little brother Micke x 2 :D ) 70 Barrels Two world.x files lightmapped with Gile[s] and a vehicle joint. DBPro Newton and Walabers Wrapper. Fraps for videocap.
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Postby walaber » Mon Feb 14, 2005 2:32 am

update

started on the actual Stunt Playground project. I have the basic CEGUI interface setup, and the main track loads properly. it also parses through and loads up all of the props registered, and creates the menu you can see on the left. now I just need to add the basic prop (jumps/obstacles) placement, and clean up my vehicle implementation, and I'll have the start of a game :D

Image
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Postby walaber » Fri Feb 18, 2005 9:00 am

here's a video of my object placement system in action. it's all done with live forces, so it's very "half life 2" feeling.

yes, it's still very "wobbly", but I think I'm on the right track. :D

I'll try to remove as much "wobble" as I can before I release the game!! :D

http://walaber.com/stunt/sp2.avi Divx video.
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Postby _Tux_ » Fri Feb 18, 2005 10:03 am

you continue to amaze me :)
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Postby Julio Jerez » Fri Feb 18, 2005 11:39 am

Very cool man. Are you using an up vector?
I think I suggested that once to BigB for object placement,

To remove the wobble I think a simple spring damper is not enough.
I will try to adjusted the best I can,

Here are to step to how to minimized the wobble.
1- Read in the web about critically damp spring mass system. the you will ha a critirai to select the spring and the damper.

2- it may not be enough because spring, mass, damper system are passive, they (in theory do no add energy to the system), the other solution is to used an active controller, a PID
This is a spring mass damper system, but it has the ability to adjust the damper and the spring constants of the system to meet some stability criteria. They do that by implementing an integration (sum and accumulation) of the error, and measuring the derivative (the speed) of the error. They are very easy to implement once to get the idea, but many books and papers tend to make a big deal and write ton of useless detail about the math involved. If you even have seen one of those devices then you will understand immediately what they do and how to make one, if not read a paper on the net try to find a simple one. If not I can post a script of how to make one.
The reason I do not put them in the demos and tutorial is that those thing are not the solution for every thing, but they work like magic wand had I used one to control anything, then many people will try to solve all problems using PIDs, which is a mistake.
If you check the tractor demo, that is how I control all the parts.
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Postby Julio Jerez » Fri Feb 18, 2005 12:14 pm

Oh forget about the PID,
Maybe controlling the velocity directly will do it

something like

omega = 0.3 * (desiredAngle - currentAngle) / dt

the direction is the joint pin Vector.

That will eliminate all the second order effects intruded by using forces, but you need to take care that when the body touch other bodies it will be all mighty powerful and it will move everything out of the way, but it is worth trying.

maybe the PID is in the end the best solution, what a dilemma
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