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DarkBASIC Professional Discussion / Advanced Newton Integration?

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SpaDeKo
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Posted: 27th Aug 2010 16:05
Hello TgC

I have some questions regarding the Newton Wrapper.

1. Question:
Let's assume I have a basic engine coded using DBPro only(Sparky's too, but let's forget about that).

All the player controls and camera movements etc etc. are done in DBPro + Loaded models with deffirent animations (Keyframes, Not limb deformation). IS IT possible to integrate the newton world into this visual world, without having to recode the whole thing?
Aka = Is using of Standart DBPro + Newton Wrapper + (Sparky's?) in the same piece of code possible?

And another question :

Let's say I have an enemy model running around the game scene.
Let's say the enemy is rigged and animated.
When the enemy is hit in the head limb, it causes an instant death.
BUT, for the sake of the visual quality - Is It possible to - When the enemy is hit in the Head Limb, to hide/delete the head model, load the same model or a textures "mesh from object", add a newton physics wrapper, and let the head fall of as an dynamic object?

I got more to ask, but I'll leave this for now due to the possible forum inactivity on these advanced Q's.

Sorry if it's hard to understand, first language = Danish

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NewBie - Coding? Damn..
Thebeely
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Posted: 27th Aug 2010 18:27 Edited at: 27th Aug 2010 18:46
1. You'll need to recode all of your movement code.

2. You can continue using Sparky's, but there is no need for that, Newton handles collision (see 4).

3. You'll have no problems with falling head.

4. Never used limb collision with animations in Newton (or Newton with animations at all), you would probably need to use ragdolls (again, never used it). For the sake of this, it's probably a good idea for you to continue using Sparky's for collision.

Bottom line, it won't be hard for you to integrate Newton in your project. Hope I helped.

[edit]You can add me to msn if you want, I feel like talking to someone about DBP and Newton It's [email protected]. It's just msn, email is dead for quite a few years.
SpaDeKo
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Posted: 27th Aug 2010 18:45
Thanks for your answer, m8 .
I just cant get animations to work with Newton (Thats what you said, too )

I'm considering waiting for the XenoPhysics Havok Wrapper while I fix some other parts of my game.

I'm not sure he's working on it anymore, tho :/

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NewBie - Coding? Damn..
SpaDeKo
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Posted: 27th Aug 2010 18:48
As a side note, I just found out that BF:BC1 + 2, 1943 uses Havok's Physics engine too

Hope to see that wrapper in the future.. Very nice features can get implented

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NewBie - Coding? Damn..
Mobiius
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Posted: 28th Aug 2010 13:27
Don't use newton on animated objects. But you can use it for ragdolling objects just fine. It's difficult to keep checking the physics of an object which is constantly changing you see.

My signature is NOT a moderator plaything! Stop changing it!
Thebeely
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Posted: 29th Aug 2010 13:19
Quote: "Don't use newton on animated objects. But you can use it for ragdolling objects just fine. It's difficult to keep checking the physics of an object which is constantly changing you see."


He can use it as long as he doesn't plan to move something via animation.
He can set up a sphere as a Newton body and interact with the rest of the world that way, but set up limb collision with Sparky's and use it for decapitation etc.
SpaDeKo
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Posted: 29th Aug 2010 16:02
I was thinking more like making a sphere around my animated charactor, Make the sphere a newton collusion object, hide it, glue it to the model. That way the sphere would interact with the environment, and I would still have my animations?

OR - Is it possible to "animate" a ragdoll? Through limb repositioning/rotation?

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NewBie - Coding? Damn..
Thebeely
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Posted: 30th Aug 2010 12:23
Quote: "I was thinking more like making a sphere around my animated charactor, Make the sphere a newton collusion object, hide it, glue it to the model. That way the sphere would interact with the environment, and I would still have my animations?"

That's what I said.

Quote: "OR - Is it possible to "animate" a ragdoll? Through limb repositioning/rotation?"

It's possible, check the ragdoll demos.
Mobiius
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Posted: 30th Aug 2010 14:15
Quote: "OR - Is it possible to "animate" a ragdoll? Through limb repositioning/rotation?"

Not in the way you mean. You'd have to use newton forces, not limb commands.

My signature is NOT a moderator plaything! Stop changing it!
tiresius
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Posted: 30th Aug 2010 16:51
Walaber did a demo once with an animated walking object and it reacted differently depending on where you shot it. What he did was have a normal walking animation (don't know what basic sphere/cyllinder collision was used for that, if any) and when you shot it, he connect the body to a ragdoll collision and put the force where the shot would have hit. So if you hit the leg, it flies out from under him. Hit the head, he tilts back and falls down. It was a nice effect, something you would probably want to look into.

I don't know where the demo is, it was little blue men walking around, I know that.

Like Mobius is getting to, don't overthink it too much. It would be very difficult to "animate" a ragdoll and have it work realistically. Think of trying to get a physical robot to walk around naturally. Real engineers haven't done it yet, don't try it with Newton code.

Use an animated model with a simple collision primitive like sphere or cyllinder, and at the time of dismemberment modify the model (hide head limb and replace with a single object? don't know) and act on the force accordingly. So setup a ragdoll with no head and make the head its own object.

The player controller methods in Newton 1.53 are a bit dicey, I haven't seen it done perfectly yet and have heard complaints from people trying certain things. Good luck!


A 3D marble platformer using Newton physics.

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