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Mike Johnson
TGC Developer
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Posted: 11th May 2012 17:28
Dark Dynamix is now available for DB Pro and Dark GDK.

Dark Dynamix is the ultimate physics/collision solution for all your games/apps you write with DBPro and DarkGDK. Bring your games to life with realistic dynamics, just playing with the different features will fill your head with game ideas.

More details here: http://www.thegamecreators.com/?m=view_product&id=2318
baxslash
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Posted: 11th May 2012 17:48
Yes!

YoshiDoshi
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Posted: 11th May 2012 17:56
This looks like Dark physics... And they both use Nvidia physX, so what does this have that the other doesn't

Cheese
MrValentine
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Posted: 11th May 2012 17:57
hmm... will have to set a budget aside for this in a few months... hope to see what everyone makes with this soon... but never got to test it before...

I hope I can get this soon then I can use this instead of the old system...

Matty H
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Posted: 11th May 2012 18:53
Quote: "This looks like Dark physics... And they both use Nvidia physX, so what does this have that the other doesn't"


It is more up to date than Dark Physics, this means that the end user does not need system software, this was a major pain with PhysX in the past but they have now dealt with that issue, better for mobile development too of course.

I also think I have improved upon the vehicles/character controller/ragdolls/soft bodies. It also has the debug renderer implemented, don't think Dark Physics has that.

There will also be updates, the first update will include bone animation ragdoll support.

Obviously it will be up to you guys to tell me if it's better, if you think any feature is lacking then I will do my best to update as soon as possible

YoshiDoshi
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Posted: 11th May 2012 20:46
After running the demo (Buggy Fun) for Dark Dynamix and comparing it to another vehicle demo from Dark Physics.. The results were significant improvements with Dark Dynamix. I also ran with smoother fps.

Going to definitely get this as soon as my budget allows

Cheese
Fallout
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Location: Basingstoke, England
Posted: 11th May 2012 23:18
Well done TGC for getting this much needed plugin released, and well done Matty for making it.

Ched80
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Posted: 12th May 2012 11:50
This looks very impressive! great work.

Andrew_Neale
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Posted: 12th May 2012 11:52
I'm trying to activate my copy and it is telling the product is unknown. Is this just a temporary issue as it is new?


Previously TEH_CODERER.
Kezzla
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Posted: 12th May 2012 12:49
looks pretty tasty.

very interested right now. Has anyone used it yet?
I have some questions,

i wonder about the ragdoll setup, do you need to manually setup the ragdoll joints? or can you just apply "go limp" command to the model and all the limbs are affected by gravity?

with the soft bodies, can you apply soft body to any model? and can you still apply things like multi texturing and bumpmapping to it? collision and soft body without massive fps hit?

with the character controller, how complicated is the character setup?
do you need to manually align the character controller and the character model while moving them around the map? or can you select your character model and assign it as the character controler? do you then just move the character controller?

um, that's all the questions I have for now.
will have more later.

I'm probably gonna get this, would be good to have an all in one collision physics and particle system.

Sometimes I like to use words out of contents
Olby
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Posted: 12th May 2012 14:31
Quote: "i wonder about the ragdoll setup, do you need to manually setup the ragdoll joints? or can you just apply "go limp" command to the model and all the limbs are affected by gravity?"


He's working on it atm, should be in the next update.

ACER Aspire 5920G: Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.60 + PureGDK 2.0
swissolo
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Posted: 12th May 2012 19:04
Andrew! Haven't seen you here in a while. I remember using one of the beta versions of this plugin - much more stable than DP.

swis
Joined: Tue Dec 16th 2008
Matty H
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Posted: 12th May 2012 20:25
Quote: "i wonder about the ragdoll setup, do you need to manually setup the ragdoll joints? or can you just apply "go limp" command to the model and all the limbs are affected by gravity?"


Yes, you create the joints yourself, I could have automated the whole process but then you would lose flexibility and it might not have worked on all models. Ragdolls with limbs are implemented, Bone animated models coming soon

Quote: "with the soft bodies, can you apply soft body to any model? and can you still apply things like multi texturing and bumpmapping to it? collision and soft body without massive fps hit?
"


Soft bodies are very flexible, you can apply to any model but it needs to be set up in the PhysX viewer which takes obj format amongst others. You can multi-texture, bumpmap etc. Soft bodies are the most expensive form of simulation so there will always be a fps hit.

Quote: "with the character controller, how complicated is the character setup?
do you need to manually align the character controller and the character model while moving them around the map? or can you select your character model and assign it as the character controler? do you then just move the character controller?"


You set it up in one or two lines and then you don't need to manually do anything, you move the controller like this:

It returns information whether the character is touching anything above/below or to the sides. You don't turn the controller, just turn your character object.

I nearly forgot about this thread, feel free to ask questions in the Dark Physics/AI/Dynamix forum. At the moment I am looking in three places

YoshiDoshi
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Posted: 15th May 2012 05:34
Is it possible to get the code from the buggy fun demo? The included vehicle tutorial in Dyn is to vague for me

Cheese
Arbrakan
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Posted: 16th May 2012 16:27
Hello guys !, I have the same bug as Andrew_Neale (product is unknown).

Matty H
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Posted: 16th May 2012 16:55
@YoshiDoshi

The code for that is DarkGDK and has a lot going on that would distract from what you are after.

I will put an advanced vehicle example together which will be straight to the point and more helpful. There are a few tricks to help get a stable vehicle, very briefly:

1. limit the amount they can steer as the vehicle speed increases.
2. add some down force to the hull to give more grip and be more responsive.
3. lower the centre of mass for stability.

There is more, it will all be in the example.

@Abrakan
You need to update here.

Arbrakan
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Posted: 16th May 2012 18:20
@Matty Nice, Thanks !

Daniel wright 2311
User Banned
Posted: 16th May 2012 21:28
I just got this,I use sparkys for everything,I think this is real cool and fast.I am using this from now on but I do have one question,can I impliment camera collision with it? I need to know,thanks.

my signature keeps being erased by a mod So this is my new signature.
Matty H
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Posted: 16th May 2012 21:53
@Daniel

I have not done it but it should be possible, there are probably lots of ways to go about this. My first instinct would be to use a character controller with a dummy object, hide the object and keep positioning the camera to the hidden object.

This should not let the camera go through walls and the camera will slide along the walls etc. You may need a raycast from the character to the dummy object to be sure it does not get stuck on the wrong side of a door etc, if the raycast is blocked then position the controller with the other 'teleport' command.

Let me know if you find a good solution, this may be a common question and I have not got time right now to do an example as I am implementing bone ragdolls, creating an advanced vehicle demo and writing an app to convert obj-dbo for use with soft bodies

Daniel wright 2311
User Banned
Posted: 16th May 2012 22:07
Quote: "My first instinct would be to use a character controller with a dummy object, hide the object and keep positioning the camera to the hidden object."


Yea,Im talking about third person camera here,not first,I am shure first person camera could be done easly,I will fool around with it,still learning the commands,thanks.

my signature keeps being erased by a mod So this is my new signature.
Matty H
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Posted: 17th May 2012 01:50
Perhaps using a controller for the camera is overkill. After a bit more thought I would probably just put the camera where I wanted it(behind and above the player) then do a raycast from the player - back to the camera, if it hits then place the camera at that hit point.

That seems simpler and I can't think of any reason it would not work.

basjak
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Posted: 17th May 2012 02:12 Edited at: 18th May 2012 03:06
@matty h:

reading the beginning of the thread, I understand that end user doesn't have to install nvidia physics driver. this has put many of us off because we could not submit physics apps on intel.

will DD be drivers free to we can use it on netbooks and be submitted to intel?

MrValentine
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Posted: 17th May 2012 02:17 Edited at: 17th May 2012 02:18
baajak... That was one of the core points with DD... As well as using newer PHYSX libraries...

EDIT

Typo in bold

Daniel wright 2311
User Banned
Posted: 17th May 2012 02:53
Quote: "After a bit more thought I would probably just put the camera where I wanted it(behind and above the player) then do a raycast from the player - back to the camera, if it hits then place the camera at that hit point."


Yea,I think this would be better in the long run and faster,thank you.

my signature keeps being erased by a mod So this is my new signature.
basjak
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Posted: 17th May 2012 05:42 Edited at: 18th May 2012 03:05
thanks Mr valentine. I really want to get a rid off Nvidea drivers.

baxslash
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Posted: 17th May 2012 10:50
For a third person camera you can just position a sphere and check for collisions then move it toward the player until there are no collisions. I would imagine that's the easiest way.

Another option is to use sparky's sliding collision in combination with DD. I used to use sparky's and DP together all the time with no speed issues but perhaps there is a better way with DD.

MrValentine
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Posted: 17th May 2012 11:06
basjak... You just download the latest driver choose custom install and tick perform clean install... I use it every time and never have any issues...

Duffer
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Posted: 17th May 2012 12:04
@ MattyH and TGC,

When this supports DBO limbs/bones, I am a definite purchaser...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
basjak
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Posted: 17th May 2012 14:05 Edited at: 18th May 2012 03:01
@Mr valentine. But how you can put phy driver to be installed silently along with the msm model.

MrValentine
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Posted: 17th May 2012 14:09
Quote: "msm model. "
? whats that?

The driver will not be needed for software acceleration which is what DD defaults to... if the user wants to use Hardware Accelleration then they must install the full Nvidia drivers... basically usually unless the end user decides not to install the PhysX driver for whatever reason, they will have it installed if they manually installed the hardware drivers... sometimes fresh installers of the hardware or windows make do with the WDDM drivers which are automatically downloaded through Windows Update... which do not couple the full drivers and control panels... nor the PhysX driver... this is obviously dependent when you read this lol, and if the Windows updates have changed...

hope that makes sense...

Matty H
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Posted: 17th May 2012 14:16
The end user does not require any system software any more, all the required dll's are placed in with your project.

If you use hardware acceleration then the user obviously requires the hardware and the drivers which they should already have since they have a hardware accelerated NVIDIA card.

basjak
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Posted: 18th May 2012 03:05
thanks matty-H. am definitely interested. and it wouldn't be difficult to use when you know already know Dphy.

many thanks

DarkDISCUSSION
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Posted: 20th May 2012 03:06
This is pointless, there is nothing wrong with Dark Physics. btw can Dark Physics do ragdolls?

Code like an indie who is a brain sucking troll that even superman cannot step away from his code to save you!
Daniel wright 2311
User Banned
Posted: 20th May 2012 03:32 Edited at: 20th May 2012 03:32
I just set this up with a controller for my model and it is fast,set right on the floor level and has perfect collision.I give this a A++.

No more getting a little into the wall,or set to high on the ground,or if set to low my model falls into the 3d world.It is also a lot faster then sparkys. All I want to say is,



my signature keeps being erased by a mod So this is my new signature.
Olby
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Posted: 20th May 2012 14:07
Quote: "This is pointless, there is nothing wrong with Dark Physics. btw can Dark Physics do ragdolls?"


How about it is slow, bugged and doesn't support boned rag-doll models. DarkDynamix is not only faster but more established already. There where tons of issues with DarkPhysics.

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Chenak
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Location: United Kingdom
Posted: 20th May 2012 17:39
Quote: "This is pointless, there is nothing wrong with Dark Physics. btw can Dark Physics do ragdolls?"


Haha, because dark physics is a poor product. It had great potential but lots of advertised features including ragdolls were never added and updates stopped not long after the product was released. Infact I got a partial refund for it recently since I was not happy that they stated that it would never be updated.

I think this product is anything but pointless, its a greatly needed addon and i'm looking forward to buying it, just waiting until my product is a bit further along
Benjamin
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Posted: 21st May 2012 18:22
Since TGC are publishing this does that mean that they aren't planning on supporting Dark Physics anymore?



Support a charitable indie game project!
Daniel wright 2311
User Banned
Posted: 21st May 2012 18:26
Quote: "they aren't planning on supporting Dark Physics anymore"


They never realy did,this is why I got a refund.

my signature keeps being erased by a mod So this is my new signature.
MrValentine
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Posted: 21st May 2012 20:14
I got it as part of DGS so no complaints from me

I hope to buy this around the corner in the coming weeks... just landed a new project so woohoo! [website project]

Chenak
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Posted: 22nd May 2012 18:50
Quote: "Since TGC are publishing this does that mean that they aren't planning on supporting Dark Physics anymore?"


No they are not, they said it directly in one of their web chats which was published here somewhere a while ago. I can't even remember an apology or even a reason behind it. I really think they should stop selling it
Matty H
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Posted: 29th Jun 2012 15:30
v1.1 should now be available for download.

Olby
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Posted: 29th Jun 2012 15:53
Quote: "v1.1 should now be available for download."


Bought it. As promised!


Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.61 + DarkGDK 2.0
Juggernaut
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Posted: 15th Aug 2012 00:10
I am asking you guys who have bought it -

How good is it really ? Is it fast ? Does it have easy to implement eye candy features like rope, cloth, fluid, soft body physics like squashable objects under load ? Does it have particles that can be controlled using physics forces like - gravity, wind, nuclear explosion etc. ?

Which version of physx is it using ?
Juggernaut
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Posted: 15th Aug 2012 20:43
Are the soft bodies squashable ?
Juggernaut
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Posted: 15th Aug 2012 20:46
Can we atleast have a peek at the documentation to see what commands are available ?
Matty H
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Posted: 15th Aug 2012 22:44 Edited at: 15th Aug 2012 22:45
Help file posted here, a few posts down

I have not provided as much information and videos for this as I would like. I am about to release an update soon, then I may spend some time on promotional videos and more examples.

EDIT: Soft bodies are squash-able

Juggernaut
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Posted: 15th Aug 2012 22:57
Quote: "
Features

Dark Dynamix has over 350 unique easy to use commands, providing many features including:

Rigid Body Dynamics - Whether it be a stack of crates or a football, one simple command can bring an object to life.
Character Controller - It's never been easier to get your character interacting with the environment, automatic sliding collision, stair stepping and slope limits. Change the size on the fly and set up jumping, crouching and strafing with hardly any effort.
Height Fields - Fast and light collision for your terrains.
Triangle Mesh - Set up complex static objects or level geometry and be amazed at how little it affects the FPS(frames per second) your game can run at.
Convex Mesh - Dynamic convex objects can be easily simulated, such as barrels or cylinders. You can also get dynamic interactions from more complex objects by wrapping a 'best-fit' convex mesh around it.
Raycasting - Lots of raycasting options, super fast rays that detect a single hit, or detailed rays that hit multiple objects returning lots of details such as hit normal or global position etc.
Contact Reports - Keep track of what objects are colliding, acting on any contacts you see fit.
Collision Groups - Seperate your objects into groups to speed up collision/physics or to stop objects colliding for gameplay reasons.
Continuous Collision Detection - Set up small fast moving objects with CCD to be sure all hits/collisions register with the simulation, very useful for bullets etc.
Triggers - Place trigger zones in your game to set off events.
Overlap Tests - Quickly check any area of your game world for a collision, good for checking overhead before allowing your character to jump or stand up.
Materials - Give your objects different properties to simulate different materials such as metal, rubber, wood etc
Joints - Create any joint imaginable to simulate things like door hinges, ropes, pistons, elevators etc the list is endless.
Ragdolls - Bring your characters to life as they die, your characters will never die the same way twice whether that be falling down stairs, off balconies or falling limp to their knees before smashing their face on the floor, gruesome I know, but it all adds to the fun.
Vehicles - Simulate any vehicle you can imagine, from a unicycle to an articulated lorry or perhaps an aeroplane. It all becomes so simple with the wheel shape, have your cars doing hand brake turns around corners or jumping over ramps, it's never been easier.
Fluids / Particles - A particle system which will also react to your game environment, simulate rain, snow, smoke, water, slime etc.
Force Fields - Simulate gravity, explosions, tornados, water bouyancy etc
Cloth - Simulate cloth and add forces to simulate wind or let the cloth tear under stresses and strains.
Soft Body Dynamics - Get your game objects squishing and squashing. Simulate inflated tyres, squashy bugs, trees that bend and sway in the wind.
Hardware Acceleration - Add more of the cool features listed above if hardware is detected. More cloth tearing, more particles or more realistic water simulation, all without slowing down your framerate.
Debug Renderer - View the simulation running alongside your game/app. See that what you expect to be happening is actually happening, saving you tons of debugging time when things don't seem to be working the way they should.
Visual Debugger - A seperate application to record or monitor the physics simulation.
Documentation - All commands and overloads fully documented.
Examples - Plenty of examples fully coded for DBPro and DarkGDK with extra information in the included help file.
"


The help file does not have details of all the features that are listed on the official TGC website! While it has been said officially that - " Plenty of examples fully coded for DBPro and DarkGDK with extra information in the included help file."

Why so ? Without detail documentation how will the new comer be able to use the advanced techniques ?
Matty H
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Posted: 16th Aug 2012 01:17
The examples are no longer in the help file, they are separate so you can just compile and run them.

Quote: "The examples are seperate and are not in the 'Help' file. Here is a list:

Boned Ragdoll
CCD
Character Controller
Cloth
Contacts
Fluids
Fluids-Particles
Force Field
Height Fields
Joints
Meshes
Ragdoll
Raycast
Soft Body
Triggers
Vehicle
Vehicles Advanced

v1.11
Cloth Deformation"


Juggernaut
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Posted: 16th Aug 2012 01:42
@Matty H: After buying will you help me if I am stuck in specific cases - like wind, rope, tornedo, squashable softbodies etc. ?

Or will I be on my own ?
Matty H
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Posted: 16th Aug 2012 16:42


I always try to help when I can, but can't guarantee I will always have time to provide solutions specific to somebodies game.

Rope and tornado's would be good general examples for me to provide, I will try to do this when I add more examples.

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