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DarkBASIC Professional Discussion / Bullet Physics Wrapper Alpha Release

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Stab in the Dark software
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Posted: 14th Apr 2015 02:35 Edited at: 24th Apr 2015 16:36
Today we are releasing an Alpha version of the Bullet Physics Wrapper DLL.

New Version 04/23/15
http://www.stabinthedarksoftware.com/forumdemos/BulletPhysicsWrapper042315.zip

The zip file contains the dll and the keywords file and 3 demos.
The 3 demos are a Terrain demo, Character Controller demo and a Ragdoll Demo, with an executable and the DBPro Project source code.
To build the DBpro projects you will need Matrix1Utils plugins collection, which can be found at this link..

Matrix1Utils Plugins Post
http://forum.thegamecreators.com/?m=forum_view&t=85209&b=18



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Kingius Returns
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Posted: 14th Apr 2015 17:15
Looks very interesting, can we have some more information about this please?
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Posted: 14th Apr 2015 17:25
You can check out our Work in Progress post.

http://forum.thegamecreators.com/?m=forum_view&t=208831&b=8

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Posted: 16th Apr 2015 16:26
Please post if you have tried the examples.
We are interested in the feedback.

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WickedX
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Posted: 17th Apr 2015 02:55 Edited at: 17th Apr 2015 02:57
Tested on Windows 7 with DBPro versions 7.4 and 7.62. After installing the Visual C++ Redistributables to correct the VCOMP100.DLL is missing error, everything is working great. Will test on my Windows 8.1 tablet/notebook and report back in a day or two. Been working a lot of long hours. Nice work. Thank you, for this.
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Posted: 17th Apr 2015 04:33
WickedX

Thanks for testing. It is good to know it works on older versions of DBPro. I have only been developing with the 7.7 version.
Sorry about the missing DLL, was it a problem for just running the exe or when you tried to build the demos?
I am in the process of making demos to showcase the other features of the DLL. I am hoping that a well written demo will be
better than help files to explain how to use the commands, of course I am also making help files.
I am also in the process of making a video to show how to set up your character to work with ragdoll physics.
This is an alpha so please let me know if you find any bugs.

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Posted: 17th Apr 2015 05:10
My Windows 7 netbooks maximum resolution is 1024x600, so I had to compile with those settings. The error however occurred on execution.
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Posted: 18th Apr 2015 03:03
Windows 8.1 tablet/notebook docked with keyboard. No need to install the Visual C++ 2010 Redistributables. Everything is working except RagDoll example. The physics and character controller works until I shoot the character then I lose control and no RagDoll.
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Posted: 18th Apr 2015 18:23 Edited at: 24th Apr 2015 16:20
WickedX
Thanks for testing, we have not tested on that os or hardware.
Does it happen consistently?

Here is a new Alpha version with a new demo added for convex hull decomposition. The link above has been updated.




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Posted: 19th Apr 2015 04:17
Ran the RagDoll demo three times, seems to be consistent. Will test the new update and report back. I have the Bullet Physics C++ library. I will test its RagDoll demo to see if the issue lies with the library. Thanks for the download.
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Posted: 19th Apr 2015 18:26
Does it freeze completely or can you create another character controller?

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Posted: 19th Apr 2015 19:01
When I shoot the character it does not RagDoll and I cannot control it anymore. I can spawn another but it has no control. I can still pick up other objects and throw balls.
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Posted: 20th Apr 2015 10:20
Constant name 'TRUE' cannot share the name of a reserved word or command.

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Posted: 20th Apr 2015 15:06
You probably have a third party plugin that already declares TRUE.
Just remark the declaration. I am trying to limit the number of third party
plugins required for the demos.

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Chris Ritchie
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Posted: 21st Apr 2015 00:29
Tested on windows 7 64 bit with DBPro 7.62 everything worked fine except the ragdoll, same prob wicked was having. I did notice that if I spawned the character first I couldn't shot him, although if I hit the alt key to fire a ball first then spawned the character it seemed to work fine, so maybe something to look into there. Great job with the plugin keep up the good work.


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Posted: 24th Apr 2015 16:35
Here is a new Alpha version with some minor bug fixes and a new demo for fracturing objects for destruction physics.
Now you can have custom destruction physics for DBPro.
Download from link in First post.



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Posted: 28th Apr 2015 23:01
If you tested the Fracture demo let us know what you think.
We are looking for some feedback. We are trying to make a decision
on whether to continue this project.

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Posted: 30th Apr 2015 12:44 Edited at: 30th Apr 2015 13:04
Definitely continue.

I haven't delved into the code yet but the demos look good. Did notice some oddities:

1. In the fracture demo thrown objects passed straight through the pipe until I had fractured it then they bounced off correctly.

2. Objects thrown at a wall seem to drop straight down to the floor when they hit the wall instead of bouncing off it.

3. In the ragdoll demo new characters are created in the same spot - and behind the camera! It was a while before I realised what was happening and had pressed various keys several times. Here's the result of throwing things (Edit: correction - I was using the LMB) at the new character after I found out where it was (i.e. they were ) - there were several copies and, reassuringly, they fell in more or less random positions despite using the same start position.



Edit Just run the rag doll demo again and got a runtime error: "Object number illegal at line 545". This occurred after I had created several new characters (I hadn't moved the camera this time ) and had shot them.



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Stab in the Dark software
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Posted: 30th Apr 2015 17:02
Thanks for testing.

Quote: "1. In the fracture demo thrown objects passed straight through the pipe until I had fractured it then they bounced off correctly."


The Fracture demo is showing how to take an object and create a fractured version with physics applied. Initially the object has no
physics applied.

Quote: "
2. Objects thrown at a wall seem to drop straight down to the floor when they hit the wall instead of bouncing off it."


Friction is set high for the throw object to get a solid hit for the demonstration. Experiment with the friction settings.

Quote: "Edit Just run the rag doll demo again and got a runtime error: "Object number illegal at line 545". This occurred after I had created several new characters (I hadn't moved the camera this time ) and had shot them."


I limited the number of throw objects to 100 for the demo.

Quote: "there were several copies and, reassuringly, they fell in more or less random positions despite using the same start position."


That's the idea it's physics not animation.

Unfortunately these forms have become very quite, still not sure about continuing development.

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Posted: 30th Apr 2015 23:29
Quote: "Unfortunately these forms have become very quite, still not sure about continuing development."


Yes.



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Posted: 1st May 2015 19:21 Edited at: 1st May 2015 19:25
More helpfully, this looks very good and well-crafted. I haven't tried playing with your code myself yet but your examples look clear enough at first sight.

I hope you finish this as what you've done already looks impressive and I'd buy it.

I can see simple games being based on it already. Nothing is more satisfying than smashing something to bits after a bad day in the office - and this looks just the ticket.

Edit

Quote: "If you tested the Fracture demo let us know what you think."


Excellent. (That demo was the one I had in mind in my comments above.)



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Posted: 5th May 2015 16:26
Quote: "
I can see simple games being based on it already. Nothing is more satisfying than smashing something to bits after a bad day in the office - and this looks just the ticket. "


I was hoping the destruction physics would create more interest in the plugin. Maybe I have not explained properly that the plugin
takes any object you can load in DBPro and can fracture it on any axis or all three. It will retain the UV and normals of the original
and create UV and normals for the fractured faces. Then create the proper physics shapes and add the constraints between them.
All with one command. It seems the DBPro community has dwindled in the last year. Hopefully there will be more interest soon.

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Posted: 14th May 2015 20:56
Is there a help file for this or just the keywords file? i'm trying to set up my scene for 3d space with 0 gravity.
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Posted: 14th May 2015 21:08 Edited at: 14th May 2015 22:28
Sorry, I have not finished the help files yet.
When you create the physics world gravity is set to a default of -10.0 units on the y axis.
You can change it with the bphys_worldsetgravity command.

Example




Edit: The physics engine automatically puts objects to sleep after a certain amount of time. To keep objects active for Zero gravity
just call "bphys_bodydisabledeactivation ObjID, TRUE" otherwise they will freeze until activated by another physics object.

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Posted: 14th May 2015 21:36
Well, for example, this is my old code with DarkPhysics. How would i convert certain syntax to your wrapper?

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Posted: 14th May 2015 21:48
Please look at the Demos.

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Posted: 14th May 2015 21:58
That's not really a lot of help, There's a character controller that comes close, but that's about it.
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Posted: 14th May 2015 22:25
There is no reason to convert any other physics DLL code to this one.
The demos are well written to be easy to understand and in some ways are better than help files.
I am willing to answer any question about my plugins commands and how to use them.
I am not willing to convert some other physics engine code. I wrote my commands to be easier to use than the other physics
engines. Which command are you having trouble with? Show me some code using my commands and I will tell if you have used them correctly.

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Posted: 14th May 2015 22:52
I'm not trying to convert another physics engine, i'm trying to understand YOUR version of that code, for some reason it's incredibly difficult for you to understand something that i'm asking.

In DarkPhysics, the code to move a rigid body is


In your wrapper, what is the syntax? THAT is all i am asking, and for some reason it's impossible for you to understand that.
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Posted: 14th May 2015 23:10 Edited at: 14th May 2015 23:44
To move a rigid body you use the command "BPhys_BodySetLinearVelocity objID, DBProVectorID"
The parameters are the DBpro object ID and a DBPro vector ID for the direction you want it to go.
The commands accept DBPro vector IDs to make it easier to use. In the demos take a look at the CreateThrowObject() function you will see
I get the camera's vector then move the camera a small amount, then get the camera's vector again, and then I subtract the 2 vectors to
get the direction vector. Then I normalize the direction vector and multiply by the speed. That is what gets passed to BPhys_BodySetLinearVelocity.




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Posted: 18th May 2015 16:28
Until I get the help file finished, just post any questions on what you want to accomplish and I will provide a code sample
with an explanation of the commands. I trying to get a better idea of how many would be interested in purchasing this dll,
then I can decided whether to continue development.

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Posted: 26th May 2015 19:21
The price would be $60.00 dollars US, based on the features that are included.
It seems there may not be enough interest to continue this project. Sadly it seems that
the DBPro community has dwindled in size these last few years. Financially I may not be able to
continue with out more support.

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Kingius Returns
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Posted: 26th May 2015 20:01
Everyone's off chasing the release of GameGuru, but they may return.

Have you considered letting Madbit know about your work on this physics engine? He's converting dbPro plugins to Freebasic and has asked about which physics engine to add support for: http://forum.thegamecreators.com/?m=forum_view&t=214185&b=1
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Posted: 26th May 2015 20:58
I think what Madbit is doing is completely pointless.
I do not see how that improves DBPro. He is creating a convoluted mess.
Also I do not think Game Guru is doing so well, it is lacking good physics features.

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Posted: 26th May 2015 21:54
Exposing dbPro's 3d engine and various plugins to Freebasic is completely pointless because..?

Freebasic compiles a lot more quickly than dbPro does. Many of us have large projects and have to wait 40 seconds (or more) to see the effects of every change we make. For anyone making anything serious in basic, what he's doing is an interesting development. And lets be honest here, TGC isn't exactly showering dbPro with updates... is it?
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Posted: 26th May 2015 23:03
Since this post is about physics we will not discuss what Madbit is doing. He does not have my permission to use my dll.

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Posted: 26th May 2015 23:45
I don't think your going to find many customers with your short attitude towards helping people or the way you deride the work of others.

All the same, good luck with your project.
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Posted: 27th May 2015 00:21
Your are the one with the attitude, you posted here just to advertise what Madbit was doing which has nothing to do with my plugin.

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Posted: 27th May 2015 10:28 Edited at: 27th May 2015 10:28
Actually, I came here to help you get your plugin to a new audience (Freebasic users, via Madbit's plugin) but you are too blind to see it.

Some people, it seems, are their own worst enemies.

I retract my goodwill wish of luck for your project. It deserves to fail, in my opinion.
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Posted: 28th May 2015 07:33
i have been trying to get this to work still... removed all extra add-ons still get the same error i posted before "Constant name 'TRUE' cannot share the name of a reserved word or command."

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Posted: 28th May 2015 10:54
I just searched and replaced True and False to T and F.
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Posted: 28th May 2015 14:48
so did what you said and did the change it got rid of the one error now i get

"Failed to 'CFileBuilder::ConstructEXE::LockResource'"

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Posted: 28th May 2015 14:50
nvm got it working had to go into properties and change some settings thank you ... hope this project continues

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Posted: 29th May 2015 08:27
so a couple things one is more of a question

#1 you have to press "F" to setup the fracture item then a loading bar comes up to set it up will this always show up even when you set up the fracture item or items from start instead of hitting "F"

#2 the tube you fracture at start it is a light grey after hitting "F" it goes a dark grey how ever in some spots of the item is still a light grey that does not change? i can post screens if it is needed

still a great add-on cant wait to see the updates to it

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Posted: 29th May 2015 20:24
Quote: "#1 you have to press "F" to setup the fracture item then a loading bar comes up to set it up will this always show up even when you set up the fracture item or items from start instead of hitting "F""


The loading bar window is created in the dll to help monitor the process.
You would facture the object before using it, and save out the collection of fractured pieces along
with a physics collision shapes file that can be loaded at runtime.

Quote: "#2 the tube you fracture at start it is a light grey after hitting "F" it goes a dark grey how ever in some spots of the item is still a light grey that does not change? i can post screens if it is needed"



The original object gets hidden. The fractured object is a collection of new DBPro objects created by the fracture
process. These new objects retain the original objects UV and Normals. In the demo I am using the default lights in DBPro
which should be updating as the fractured pieces move. I am looking into the issue, I believe I forgot something minor in the demo.

The DBPro project files for the demos have an error which will be fixed in the next update. In the meantime just delete the .dbpro file
and create a new project with the .dba files. The error was caused by the custom IDE that I use. Sorry for the confusion.

Thanks for testing!

P.S. The new command to facture limbs of a DBPro Object will be in the next release.

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Posted: 29th May 2015 20:28
sweet thank you for the reply i am running windows 8.1 runs well it will be awesome to setup buildings blow them up etc

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Posted: 29th May 2015 20:38
Does the ragdoll demo run okay on Windows 8.1?
I had some reports that it had bugs running on Windows 8.1.
That is why I started this physics DLL, I wanted destruction physics for DBPro.
When I get the vehicle controller finished I will make a demo to destroy a building with a vehicle.

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Posted: 30th May 2015 15:53
ragdoll starts up how ever the character i cannot shoot it does not fall even the ones i spawn

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Posted: 30th May 2015 16:08
What hardware are you running this on?
Is it a touch screen?
I believe it has to do with DBPro not registering the mouse click
in the window. I do not have Windows 8.1 device so it is diffuclt to debug.

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Posted: 30th May 2015 20:49
no not a touch screen

Asus

Processor / Chipset
CPU: AMD A series A8-5500 / 3.2 GHz
Max Turbo Speed: 3.7 GHz
Number of Cores: Quad-Core
CPU Qty: 1
Max CPU Qty: 1
CPU Socket: Socket FM2
Chipset Type: AMD A55 FCH

RAM
Installed Size: 6 GB / 16 GB (max)

Graphics Controller
Type: Integrated
Graphics Processor: AMD Radeon HD 7560D
Video Interfaces: VGA, HDMI

Operating System / Software
OS: Windows 8.1

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