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DarkBASIC Professional Discussion / Best physics/collision for basic platformer?

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Sph!nx
17
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 13th Dec 2010 11:48
Hey everybody. I've been working on an editor and 'engine' for about one and a half year now. I've called it 'Origin Development Kit', or ODK for short.

It takes so long, cause this is my first real project and I want it to be the best I can make it.

Everything 'behind the scenes' is basically done now. Full 'scene' editor and a 'base engine' with menu's, console, 'script' system and the ability to (un-)load levels (scenes) and run them.

Here are some shots:





The goal of this 'development kit' is for me to create games like the 3D platformers you find on the consoles.

Now the question! What would be best for me use as a collision/physics system for basic platform movement? Nothing fancy...

Regards,
Sph!nx
baxslash
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Location: Duffield
Posted: 13th Dec 2010 13:57
Sparky's collision is great for sliding collision and raycasting but not so much for physics.

Despite what a lot of people say I find DarkPhysics to be very good and only missing a few commands but I haven't tried any of the other options properly yet.

Box2D is an excellent 2D physics system but not really ideal for your project I think.

Your project looks very interesting. I look forward to trying it!

Van B
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23
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 13th Dec 2010 14:35
The only system I've used for 3D platforms is DarkPhysics, and I agree with Baxslash. I made a ball rolling platformer test, a bit like Marble Madness - the physics and collision was perfect, just by setting up the level file for DP collision - rolling down ramps, going off jumps, that sort of thing. It depends on how you use these plugins - and make use of what works. I'm sure DP has all you need for a platform game - in fact it is capable of stuff that has never been seen in platform games before.

IMO people might want things from DP that are really not necessary, and that stops people making the most of the features they do need that are provided by DP.

Health, Ammo, and bacon and eggs!
Jaeg
20
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Joined: 16th Mar 2006
Location: Indiana
Posted: 13th Dec 2010 15:40
You could try the Newton wrapper. I've played with it a little but haven't really done anything with it yet.

Go ahead. Walk into Mordor.

Ball State University - Biology Major
BMacZero
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 13th Dec 2010 18:16
I'm a fan of Newton at the moment. The biggest downside to DarkPHYSICS, in my current opinion, is that your users need the NVidia physics drivers installed to run games that use it. I didn't even manage to find them when I was setting up my new laptop, and they're a 100MB or more download IIRC. With Newton you just need to include one DLL in your downloads. You miss out on the super-fancy stuff like cloth and fluids, but it does have working vehicles and ragdolls, and of course basic rigid bodies work excellently.

baxslash
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Posted: 14th Dec 2010 09:59
Quote: "but it does have working vehicles and ragdolls, and of course basic rigid bodies work excellently."

DP has working vehicles (I've used them myself) and although I've never seen anyone get ragdolls working it does do rigid bodies excellently too.

Your point about the driver is a valid one as if you include the PhysX installer it will increase the size of your download by quite a bit but 100Mb is not incredible for a modern game (most games need around 1-2Gb these days).

If you include it with the game you can get your game to check for the drivers and install the software if they aren't found.

Sph!nx
17
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 14th Dec 2010 15:51 Edited at: 14th Dec 2010 16:28
Wow, thanks guys!

Well, besides some basic experimentation I have no real experience with collision or physics, so I'm also looking for an easy to use command sets, etc.

I do own DarkPHYSICS and if that works that well and is relative easy to use, I'll take that additional 100MB.

For any releases I might have, I plan on making installers with Smart Packer Pro. I could code it so that it will automatically install those additional drivers if needed, right?

Quote: "Your project looks very interesting. I look forward to trying it!"

Gonna be working on a place-holder/template player object in the base engine. I already gave that green dude a skeleton and started some animation work.



When that's done, I'll make a movie-clip and post it in a proper work in progress thread! Might take a while though...


A bit of an off-topic edit:
The next shots are purely experimental. I made these to test the art styles I might use.

Character Test:
http://www.deved-portal.com/sphinx/FTP/rndm/fox.gif
City test :
http://www.deved-portal.com/sphinx/FTP/rndm/random_city.png
http://www.deved-portal.com/sphinx/FTP/rndm/rndm_01.png
http://www.deved-portal.com/sphinx/FTP/rndm/rndm_02.png
http://www.deved-portal.com/sphinx/FTP/rndm/rndm_04.png
http://www.deved-portal.com/sphinx/FTP/rndm/rndm_05.png
SF city thingy test:
http://www.deved-portal.com/sphinx/FTP/rndm/test_structure.PNG
SF Desert test:
http://www.deved-portal.com/sphinx/FTP/rndm/looksee.png
Jungle test:
http://www.deved-portal.com/sphinx/FTP/rndm/OSE_wip01.png

It's a bit off-topic I know, but I'm posting this for some additional feedback if that's okay?

Regards,
Sph!nx
baxslash
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Posted: 15th Dec 2010 12:48
Great shots! Looks really good

DVader
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Posted: 17th Dec 2010 16:58
As baxslash said above, some nice screens there. Looking good!

http://s6.bitefight.org/c.php?uid=103081
Sph!nx
17
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Location: The Netherlands
Posted: 18th Dec 2010 11:08 Edited at: 18th Dec 2010 11:09
Thanks guys!

They are purely experimental at the moment... They have nothing with the themes we (my sister and I) will use for our projects.

We have a small concept of a Tim Burton-influenced story/theme and I really like to do a platformer like "Ratchet and Clank" or "Jak and Daxter". The art styles used in those games are relative simple but I like the dynamics and feeling of the cartoon effects. Most work on the content will be animation.

Regards,
Sph!nx
Sph!nx
17
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 13th Feb 2011 19:21
Hey all, I've been working with DarkPHYSICS. I like it and it works good for props and such, but I run into a few problems with the character controller.

Anyway, I'm thinking of running another collision system with the current physics system. I have some great idea's on how to set it up.

I've tried a few things. I can't seem to get nuclear collision working but Spraky's seems promising. What do you think that is the best (non physics) collision system?

Regards Sph!nx
http://www.mental-image.net
BMacZero
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Posted: 14th Feb 2011 00:14
Sparky's is very good.

Sph!nx
17
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 15th Feb 2011 14:49
Yup, made some progress with that. Liking it so far!

Regards Sph!nx
http://www.mental-image.net
Sph!nx
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Joined: 3rd Dec 2008
Location: The Netherlands
Posted: 1st Mar 2011 13:39 Edited at: 1st Mar 2011 13:40
Well, for anyone interrested. I've implemented Darkphysics for my random world props and I now use Sparky's for my characters.

Here are some short video clips:

Physics Test:
http://www.youtube.com/watch?v=rYG_AOnMzVc

Player Test:
http://www.youtube.com/watch?v=8xygSkOtXfA

Regards Sph!nx
http://www.mental-image.net

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