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Dark Physics & Dark A.I. & Dark Dynamix / Bullet Time during a Physx simulation

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BillR
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Posted: 15th Jun 2008 03:30 Edited at: 15th Jun 2008 03:37
Wanted to see if I could do Bullet Time during a DarkPhysics simulation
It worked pretty well, I just modified the explosion demo that came with DarkPhysics.
Use the arrow keys to fly around.

sindore
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Posted: 15th Jun 2008 13:57
looks good, but its more like pausing the object than putting them in to bullet time.

have you tryed adding different values like 0.5 or 1.5 or 0.25 so that instead of looking like its all paused, it would look like time had slowed down.

if you set it to say scancode() = 2 and 3 and 4 then you can change the value of slowness by what ever you wont and still have a pause like button, as well as multiple slowness times.

soul sucking devils, twisted body of the damed, slivering slim drips from ever poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!....
BillR
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Posted: 16th Jun 2008 09:54
@Sindore - yep, I tried slowing down the simulation as well as pausing. They both looked good, and had different uses, I just liked the pausing of the simulation a little better. And it was also to see if it could be done easily, and it was easy.

Maybe I will combine them into one program and post it.

The movie "The Matrix" has both kinds of Bullet Time, both slow motion and pausing while the camera circled the scene.

Thanks for the comment
BatVink
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Posted: 16th Jun 2008 15:06
Nice, especially as I didn't think this was possible!

sindore
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Posted: 16th Jun 2008 15:44
@ BatVink

have you never tryed to do this?

I did this to dbpro some years ago, just a rotation at 1st, then to move object etc.

easy way of doing this is.



soul sucking devils, twisted body of the damed, slivering slim drips from ever poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!....
BillR
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Posted: 16th Jun 2008 16:32
@sindore - I get what you're saying, but the real part of interest in my demo is working with DarkPhysics, and finding ways to coexist and take control if needed by your other program code.

Until now DarkPhysics has been this freight train, once invoked, just screamed along doing whatever it wanted to with its physics simulation.

Just another way to influence some of DarkPhysics behavior.

@BatVink - Thanks for the compliment.
HowDo
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Posted: 16th Jun 2008 17:08
BillR, tried this on all the arrown keys it allows the phy to update but slow depending on the delay time.

see what you think.

time=timer()
delay=10000




Dark Physics makes any hot drink go cold.
BatVink
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Posted: 16th Jun 2008 19:12
Sindore, I was referring sspecifically to Dark Physics. My last recollection was that if you "paused" the simulation for 5 seconds, then the engine would try and carry on as if you never paused. So everything would jump to roughly where it would have been had you not paused (but less accurately).

I checked with Mike, he says that the engine compensates for minor changes in timing, but still allows this kind of effect to be achieved.

I am guessing that if you change the timing model, it would screw this up too.

sindore
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Posted: 16th Jun 2008 20:55 Edited at: 16th Jun 2008 20:56
@ BatVink

but the positioning and rotation of dark physic work in the simula way to dbpro, this can be seen in phy bullets tests that I posted.

by pressing the space key, altered the speed of the bullet, even after the bullet was fire, and the space key hand bin released, the speed level drop and the speed of the bullet slowed down.



and yes if you set speed as 0.0 the bullet would stop.

and yes it is a bit of a freight train, and BillR is the man for this code, I was just making a comparison.

here is a link to my bullet code.
http://forum.thegamecreators.com/?m=forum_view&t=125961&b=30

soul sucking devils, twisted body of the damed, slivering slim drips from ever poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!....
BatVink
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Posted: 17th Jun 2008 16:55
Sindore, I think you missed my point. In Dark Physics, you don't move your objects, the physics engine does. So what could happen is that the engine decides that after a 5 second delay, the objects should be moved 5-seconds-worth of movement. So everything would jump to where it would have been if you hadn't "paused" the simulation. It turns out that you can prevent this from happening, which is a good thing, and why this works.

Under certain parameter settings, I think this would actually fall apart, in the way I described. I don't have the manual to hand, so I couldn't pick out the settings that cause this, but it's something to do with auto-timing.

sindore
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Posted: 17th Jun 2008 17:26
@ BatVink

sorry mate.

I was just saying that bullet time can be done in this other way to, not so much braking from the phy engine, but working with it.

thats why I said that BillR is the man for this code, I`m not trying to take the glory away from him.

I just thought you had not come across bullet time before.

again sorry.

soul sucking devils, twisted body of the damed, slivering slim drips from ever poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!....

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