Share with us how are you using the powerrrr of the force
Moderator: Alain
by _Tux_ » Thu Aug 25, 2005 9:00 am
i spent mabey 2 hours yesterday adding explosions into my engine using NewtonCollisionPointDistance. was so simple (thanks to newton) and i made a video to show you all
divx required, 1.11mb
http://files.vadertrophy.com/jon/ee/dem ... osion4.avi
there are 343 active bodies in this scene, unfortunatly its not running real time (once the initial contacts are finished, it can run real time)
for a real time example see here
http://files.vadertrophy.com/jon/ee/dem ... osion3.avi
the overpressure is calculated using the following
scaled distance from the explosion source
explosive mass
explosive equivalent to TNT
atmospheric pressure
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_Tux_
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by Julio Jerez » Thu Aug 25, 2005 9:50 am
Very nice explosion effect.
I like how the last rows of pillars sway under the pressure of the explosion expansion wave in a complete harmonious way, without collapsing.
Very good Dark Master _Tux_
Last edited by
Julio Jerez on Fri Aug 26, 2005 6:18 am, edited 1 time in total.
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Julio Jerez
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by Dilon. » Fri Aug 26, 2005 2:53 am
...using NewtonCollisionPointDistance.
is it newton's function? I didn't find it in newton.h
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by Stucuk » Fri Aug 26, 2005 5:11 am
If im correct its a 1.35 feature.
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by Julio Jerez » Fri Aug 26, 2005 6:13 am
It is one of those goodies comming with 1.35
There is a group of about ten or twelve dark masters beta testing it.
I think you would like it when it is released
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by _Tux_ » Fri Aug 26, 2005 6:25 am
oops. i forgot its a new feature
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by tomek » Fri Aug 26, 2005 7:41 am
The conspiracy has shown
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by tomek » Sat Aug 27, 2005 5:21 am
Just wait for 1.35 and you'll have it
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by Julio Jerez » Sat Aug 27, 2005 6:50 am
Dilon. wrote::) well, it's great ability, but in our project we need to use ConvexModifiers for high speeds, of course I can try to do it like in Character Controller sample, but it's too complex for my instance, maybe you can give access for non-dark-masters for NewtonBodyGet/SetContinuousCollisionMode?
you will not have to be a darth master to benfit form Continue collision, it is already in 1.35 and you only have call one function to activate it.
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by Stucuk » Mon Sep 19, 2005 12:21 am
I was thinking, if an object was behind a wall but only half of it was behind the wall and the closest point to the tnt was behind the wall but there was bits of the object that the tnt could push that weren't behind the wall then the closest point thing would fail...
So, if u had a second closestpoint proc but where u could limit an axis to have to be at one extreme or the other, then you could check the closest point of the extremes of the axis's as well as the closest point.
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by Julio Jerez » Mon Sep 19, 2005 3:53 pm
You could shoot a ray between the two points reported by the closed point, and if the ray hit a solid obstacle you can take appropriate action, like damping the explosion by some factor
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by _Tux_ » Mon Sep 19, 2005 4:08 pm
Julio Jerez wrote:You could shoot a ray between the two points reported by the closed point, and if the ray hit a solid obstacle you can take appropriate action, like damping the explosion by some factor
ah thats a good idea
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by Stucuk » Mon Sep 19, 2005 8:12 pm
but then wouldn't that mean u can move things that shouldn't be moved. i.e u have a box thats 100% protected by a wall. Reminds me of GTA 3's explosions. throw a grenade over a wall and u can blow urself up even tho ur on the other side.
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by _Tux_ » Mon Sep 19, 2005 8:20 pm
but then you take the strength of the wall as the means for damping the explosion.
using that, small explosions (granade) wont hurt you, but a big ww2 bomb will
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