Ragdoll on dead + MultibodyVehicle joint.

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Ragdoll on dead + MultibodyVehicle joint.

Postby Dave Gravel » Sat May 31, 2008 3:27 pm

It's only a simple test, very quickly coded.
I have only test it on quad core cpu, not idea how it can behav on other cpu model.

Edited:
I have upload the demo again.
I have make a little update on the ragdoll to make behav better the body when it is hurt.
http://oxnewton.googlepages.com/Basic_V ... gScene.zip

Video, but the demo is a little bit more complet.
http://fr.youtube.com/watch?v=LnivWqWHzMo

PS:
When the ragdoll coming enabled it's possible that you see a very little lag.
It's because the ragdoll is totally rebuild, I working on a better method to make it.

Have fun :lol:
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Postby DarthPhysics » Tue Jun 10, 2008 12:38 pm

Killer :mrgreen:
The theory is when we know all but nothing work.
The practice is when everything work but no one know why. <- that is me :) without the 'everything work'
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Postby Dave Gravel » Tue Jun 10, 2008 12:58 pm

It's important to let's the species in equilibrum and let's it continue to grow normally.
:lol:
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Postby VeTaL » Tue Jun 10, 2008 1:41 pm

hehe, great :))
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Re: Ragdoll on dead + MultibodyVehicle joint.

Postby Dave Gravel » Wed Jul 30, 2008 4:36 am

New update.
The demo is rebuild with the last beta 16.
It is the same demo but now with 16 ragdoll's and 4 vehicle's and some object's...

It is possible on low cpu the ragdoll joint is coming more elastic and behaving differently this demo use only a newton frame rate set at 60.
I don't have get times to setup the scene with a higher frame rate value.
I have update the ragdoll object now the ragdoll is normally 2 or 3 times faster at the creation and destruction.

http://oxnewton.googlepages.com/Basic_R ... eScene.zip

Have fun if it running good on your computer.
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Re: Ragdoll on dead + MultibodyVehicle joint.

Postby Julio Jerez » Wed Jul 30, 2008 1:21 pm

In my 2.4 quad core I am getting like over 400 fps, and the Physics is under under 2 ms worse case. :mrgreen: :mrgreen:
In a 3.2 hyper threaded, we a nvidia quadro fx1400, I get from 70 to 85 fps and physic is also under 2 ms worse case.
You are make some people really mad with all that pawwwwaaaaaa simultaneously
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Re: Ragdoll on dead + MultibodyVehicle joint.

Postby Dave Gravel » Wed Jul 30, 2008 1:49 pm

Ok here I get 90 to 100 on my amd 2.2 quad core and with a cheap Nvidia 8600 gt 512 meg.
:wink:

Edited:
I have make a little update again same link.
http://oxnewton.googlepages.com/Basic_R ... eScene.zip

Now the ragdoll can come enabled if they receive a box at high speed.
PS: It is possible that you get a error when the application start because my random box creation is not so good,
and sometimes they make so much penetration in same times at the creation and generate a error.
I don't have fix this problem because normally this demo don't have all of this box.
Sorry about it.
You search a nice physics solution, if you can read this message you're at the good place :wink:
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Re: Ragdoll on dead + MultibodyVehicle joint.

Postby Dave Gravel » Sat Aug 02, 2008 7:28 am

This one is more like a bench test.
http://oxnewton.googlepages.com/Basic_R ... Scene2.zip

Only one thing my box objects is not the best about the speed rendering, I use normal gl calllist.
I have add a sort of bumper on the front of my vehicle to make a better collision result with the ragdoll.
I have add some options, and I have add some visual too.

Have fun.
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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Re: Ragdoll on dead + MultibodyVehicle joint.

Postby Julio Jerez » Sat Aug 02, 2008 8:55 am

this one start at 30 fps, and after the scen settles it goes at 81 fps.
the physics is under 2 misecund, afte teh scene setle,
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Re: Ragdoll on dead + MultibodyVehicle joint.

Postby DarthPhysics » Mon Aug 25, 2008 4:51 pm

Hi :D

80fps too here.
Sorry to not be there more often , alot work this last 3 month :evil:
I hope i can be back soon :wink:
Anyway , Master KooM never give up :D
The theory is when we know all but nothing work.
The practice is when everything work but no one know why. <- that is me :) without the 'everything work'
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Re: Ragdoll on dead + MultibodyVehicle joint.

Postby Dave Gravel » Mon Aug 25, 2008 5:35 pm

Me too I have slowdown a little bit, my children return to school soon it request some preparation.
The other thing that disturb me is the futur about 3d, I read a lot and try to make a good choice for the futur.
I'm not again totally fixed, and they don't seen really more fixed in the moment.

See you later...
Make attention to you.
You search a nice physics solution, if you can read this message you're at the good place :wink:
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Re: Ragdoll on dead + MultibodyVehicle joint.

Postby Yezide » Wed Aug 27, 2008 2:00 am

Just tried and fun fun :) In a macabare sort of way :P

I get 70 - 80 on my machine. Athlon 64 3200+ (2.0GHz) and a Radeon 2600 Pro.
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Re: Ragdoll on dead + MultibodyVehicle joint.

Postby Dave Gravel » Thu Aug 28, 2008 4:05 am

Thanks all for your comments.
DarthPhysics

Finally I have choice to make a try with dx10.
After have play some hours with it, I finally find this new dx10 very nice.
The implementation is very simple at the base, and I very start to like some method.

Here a little demo showing my first dx10 test.
http://evadlevarg.googlepages.com/driver_dx10.zip
This demo don't use newton, it is only my first implementation.

I don't left GLScene but I prefered to start to use some new video card features, and GLScene is only GL 2.1 compatible for now.
It can come long before that GLScene support the GL3.
The most important is, the way that I use to create my dx10 driver is compatible with oxNewton.
Now I can start to work on it seriously and get oxNewton working with dx10 soon.
You search a nice physics solution, if you can read this message you're at the good place :wink:
OrionX3D Projects & Demos:
https://www.facebook.com/dave.gravel1
http://orionx3d.googlepages.com/
https://www.youtube.com/user/EvadLevarg/videos
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