Page 1 of 2

better physics engine used in game

Posted: Wed Dec 05, 2012 12:20 am UTC
by DGMurdockIII

I would like to see better physics used in the game as i would like to see one of these two physics engine used in game

Physics Abstraction Layer - http://www.adrianboeing.com/pal/index.html (has bullet integrated but if you dont use this use bullet)
Bullet Physics Library - http://bulletphysics.org/wordpress/ & http://code.google.com/p/bullet/


Re: better physics engine used in game

Posted: Wed Dec 05, 2012 12:21 am UTC
by kharnov

We already plan on using bullet in the future.


Re: better physics engine used in game

Posted: Wed Dec 05, 2012 4:29 am UTC
by danmal

This is a goal but currently we don't have anyone working on it or anyone who plans to work on it in the near future.


Re: better physics engine used in game

Posted: Wed Dec 05, 2012 5:20 am UTC
by DGMurdockIII

have you look at http://www.adrianboeing.com/pal/index.html it alot more advanced than bullet


Re: better physics engine used in game

Posted: Wed Dec 05, 2012 6:29 am UTC
by Ishq

That's not an engine. It is an abstraction layer.


Re: better physics engine used in game

Posted: Wed Dec 05, 2012 11:46 am UTC
by ViruS

I've thought about it before, but i think the 'missile' system we use is sufficient for realism bullets. Like
-set missile gravity on
-set self-destruct upon contact with the world on
-bbox size if possible, less than 1 unit wide
-set missile speed to 19200 (600 metres per second approx for a small weak machinegun) [used for shotgun fake trail in my visual mod already]
-Damage reliant on bullet speed, but set the initial speed value as a mod of '1.0'

Non-added features [to be coded]
-'Air friction' that deceleration is a "fraction" function rather than a "constant" sum [unlike land]

Other
-Have a simple sprite or small model for the bullet, have a yellow streak for the short trail system

It isn't that hard honestly.

But then comes the mighty evil projectilenudge. Pings higher than 50 probably won't see it appear, or when it appears, it'd be several thousand units away... hence graphics are almost pointless.


Re: better physics engine used in game

Posted: Thu Dec 06, 2012 2:04 am UTC
by velociostrich
ViruS wrote:

But then comes the mighty evil projectilenudge. Pings higher than 50 probably won't see it appear, or when it appears, it'd be several thousand units away... hence graphics are almost pointless.

I have no idea what you are talking about. Care to elaborate?


Re: better physics engine used in game

Posted: Thu Dec 06, 2012 9:08 am UTC
by ViruS

Directly relating the the part of the quote, cg_projectilenudge only nudges the visuals forward rather than spawning them early. Hence in situations such as me using my pulse rifle, often i see the pulses spawn on walls and stick to it for a few miliseconds the explode rather than seeing it travel through air. I'll fetch a quick video as an example from trem gpp:
http://www.youtube.com/watch?v=W8YuL6KFjIk
That video was actually meant to feature how dodgy unlagged gets on higher ping servers due to the time differences it takes to receive/send the data.


Re: better physics engine used in game

Posted: Thu Dec 06, 2012 6:40 pm UTC
by Qrntz
ViruS wrote:

i have no idea either


Re: better physics engine used in game

Posted: Fri Dec 07, 2012 10:50 am UTC
by ViruS

well whatever. Give it a try, host it on a server far away from home [preferably overseas], set cg_projectilenudge 1 and have fun. Setting the pulse rifle speed up to test will do as well, but the trails need to be turned off.