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DarkBASIC Professional Discussion / Fracture Of Complex Objects Is Now Possible !

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Stab in the Dark software
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Posted: 25th Mar 2014 16:14 Edited at: 31st Mar 2014 19:52
We are making a Bullet Physics Wrapper for DBPro.
This is our recent development of a destruction system.

http://forum.thegamecreators.com/?m=forum_view&t=208831&b=8&p=0








[img][/img]


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tiffer
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Posted: 25th Mar 2014 16:24
That's cool!

Cwatson
Barry Pythagoras
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Posted: 25th Mar 2014 17:12
That's very useful.
Stab in the Dark software
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Posted: 25th Mar 2014 19:33
What is even more useful is the CSG Boolean algorithm we used to
clip the fractured pieces to the original object.
You will be able to perform these Boolean operations on any object.
They will close holes and preserve UV data and Normals.
The Boolean operations will be Union, Intersection and difference.

[img][/img]


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Phaelax
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Posted: 25th Mar 2014 20:00
Awesome work!

Stab in the Dark software
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Posted: 26th Mar 2014 18:36
Quote: "Awesome work!"


Thanks.

We are making a demo executable for everyone to test with their objects. It will be available soon on the WIP.

[img][/img]


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Green Gandalf
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Posted: 26th Mar 2014 19:34
Quote: "We are making a demo executable for everyone to test with their objects. It will be available soon on the WIP."


Looking forward to seeing that.



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Barry Pythagoras
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Posted: 27th Mar 2014 14:21
Yeah ace! Independence Day here I come!
Clonkex
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Posted: 29th Mar 2014 13:07 Edited at: 29th Mar 2014 13:15
Good that you posted a new thread for this - wouldn't have found the project otherwise!

MrValentine
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Posted: 31st Mar 2014 19:22
Very Neat!

Stab in the Dark software
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Posted: 31st Mar 2014 19:48
Barry Pythagoras
Quote: "Yeah ace! Independence Day here I come! "

I assume that your referencing the movie.
I just need to find a model of the White House.

Quote: "Good that you posted a new thread for this - wouldn't have found the project otherwise! "


We are very excited about our destruction system and wanted to show it off.

Posted new video of fractured objects using the fixed constraint joint.

[img][/img]


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tiffer
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Posted: 31st Mar 2014 19:50
Quote: "Good that you posted a new thread for this - wouldn't have found the project otherwise! "


I probably wouldn't have.
Seditious
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Posted: 31st Mar 2014 23:45
Really cool!
Stab in the Dark software
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Posted: 30th Apr 2014 22:08
Try our object fracture Demo.
There are several objects included to test with, but you can try your own objects.
Objects should be solid with no holes for best results.
All feedback is appreciated.

Download directly from our website

http://www.stabinthedarksoftware.com/forumdemos/DBProFractureDemo.zip

[img][/img]


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Derek Darkly
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Posted: 1st May 2014 04:40 Edited at: 1st May 2014 04:42
Works great guys!!

Will the final version of this program save the pieces as limbs of a main .DBO object,
or will they output to separate .X files??

Looking forward to using a save option, and I don't mind paying for a beta release for something this handy!

666GO†O666
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Posted: 2nd May 2014 17:34
Quote: "Will the final version of this program save the pieces as limbs of a main .DBO object,
or will they output to separate .X files??"


The shard pieces will be saved out as limbs in a single .dbo object. Then the .dbo file would be loaded as a fractured object and it would be decomposed into separate physics objects.


[img][/img]


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Derek Darkly
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Posted: 2nd May 2014 20:58
Quote: "The shard pieces will be saved out as limbs in a single .dbo object. Then the .dbo file would be loaded as a fractured object and it would be decomposed into separate physics objects."


Sweet! Sounds very developer-friendly.
Can't wait to try out/purchase future versions.

666GO†O666
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Posted: 3rd May 2014 12:20 Edited at: 3rd May 2014 12:20
This works really well.

Just a couple of minor comments on the demo:

1. If you try to fracture some of the fragments they break immediately instead of waiting to be hit - but they seem to fracture OK.

2. Some of the fragments seem to continue to move around for a long time after being fractured. Is this related to the FPS in some way? In the screenshot below I had fractured your Jersey barrier object several times and I gave up waiting for some of the smaller fragments to stop moving. Perhaps there's a damping parameter somewhere that needs tweaking?



But these are very minor quibbles - unless they can't be adjusted in the final software.

I can see people having fun smashing things to bits with this.
I guess there will be some sort of limit to the total number of fragments.



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Stab in the Dark software
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Posted: 5th May 2014 05:27 Edited at: 5th May 2014 05:31
Thank you for thoroughly testing the demo.

Quote: "1. If you try to fracture some of the fragments they break immediately instead of waiting to be hit - but they seem to fracture OK."


When you select an already fractured shard to fracture again it is breaking apart because we forgot to delete the physics
object for the shard so the new shards are colliding with the original shard.

We had actually not intended in this demo for you to fracture an already fractured piece.

We have updated this demo so you can only fracture a whole object for now.

Quote: "2. Some of the fragments seem to continue to move around for a long time after being fractured. Is this related to the FPS in some way?
In the screenshot below I had fractured your Jersey barrier object several times and
I gave up waiting for some of the smaller fragments to stop moving. Perhaps there's a damping parameter somewhere that needs tweaking?"


Fracturing into too small of a piece makes them smaller than the collision margin in the physics world which creates an instability.
It is not related to the FPS. The FPS are low in your screen shot because the physics objects
were created inside physics objects along with the instability bogged down the physics world.

[img][/img]


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Green Gandalf
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Posted: 5th May 2014 17:32
Thanks for the explanations.

Looking forward to seeing the final version of the software.



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Stab in the Dark software
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Posted: 7th May 2014 03:09
Any one else interested in trying the demo?

Download directly from our website

http://www.stabinthedarksoftware.com/forumdemos/DBProFractureDemo.zip

[img][/img]


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GreenDixy
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Posted: 7th May 2014 03:34
Downloading demo, Can't wait till I can play with the plugin!

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Posted: 7th May 2014 03:36
Started it up tried to load the object, Screen went black I try and move using keys provided and there was no object loaded

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Posted: 7th May 2014 04:40
Did you try to load one of the objects from the media folder provided?


[img][/img]


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Clonkex
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Posted: 7th May 2014 05:59
Downloading now Would've tried it earlier but I'd run out of download. Crappy Aussie internet!

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Posted: 7th May 2014 06:35
Ok, review.

Plugin:

- Generally excellent.
- Great-looking fractures.
- Love the ability to restrict fracture axes.

Demo:

- Generally bad.
- Controls are annoying as anything, and the control list gets in my view on my 1360x768 screen.
- Bad for business to say "cannot fracture shards", as it's actually possible, but some people may think you mean it's not even possible with the paid plugin.
- The screen should DEFINITELY not turn when the mouse is not limited to the centre of the screen, this is one of the most annoying things, plus you have to press F2 to lock the mouse (even though it's already locked) before you can press F3 to unlock it.
- Should allow users to experiment with as many shards as they want, even if the fractures look worse or the performance drops; don't limit to 24.
- I COULD NOT make the "inside"/"outside" textures actually do anything (the models, once fractured, were always white); what is the point of this?
- Should allow fracture strength to be adjusted; I wanted to bit-by-bit smash pieces of the T-joint pipe model but it crumbled under its own weight. Should have been much stronger.

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Posted: 7th May 2014 08:54
Yes loaded the model from the media folder looks like it spawns on top of the cam once you shoot everything goes bye bye just a blue screen can still shoot the balls around thoe would also have to agree with Clonkex the controls in the demo were a bit horrid to use

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Posted: 7th May 2014 15:43 Edited at: 7th May 2014 15:49
Clonkex

Thanks for testing.

I assumed everyone was using a 1920x1080 screen resolution.
I will get rid of the control list and make it text on screen.
You can minimize the controls list window.

I will adjust the mouse for better control.

I will add the ability to adjust the cohesion between shards.

Quote: "- I COULD NOT make the "inside"/"outside" textures actually do anything (the models, once fractured, were always white); what is the point of this?"


Our instructions should have specified the steps.
You need to load the model first then load the outside and inside textures and then fracture the object.
The way the fracture process works is we delete the original model and create new objects for the fracture pieces.
These new objects have two limbs; one limb for inside faces and one for outside faces.
The inside faces get auto UV mapped, the outside faces keep the original models UV data.


[img][/img]


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Green Gandalf
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Posted: 8th May 2014 00:19
Looking forward to seeing those changes.

I had similar thoughts to Clontex - but as I seem to have difficulties with every modelling package I try to use I decided to say nothing (and it was only a demo after all). Nevertheless it does seem a shame to reduce the functionality of the demo by preventing fracturing of shards. I thought that was a nice feature in the earlier demos.



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Posted: 8th May 2014 08:13
Quote: "I assumed everyone was using a 1920x1080 screen resolution."


Even today, if I were you I would work on the assumption of a minimum resolution of 1024x768.

Quote: "I will get rid of the control list and make it text on screen."


Sounds good.

Quote: "You can minimize the controls list window."


Haha, I thought of that but then I couldn't see the controls

Quote: "You need to load the model first then load the outside and inside textures and then fracture the object.
The way the fracture process works is we delete the original model and create new objects for the fracture pieces."


Ah, I see. I will have to try that now, I want to see what it looks like!

Quote: "and it was only a demo after all"


I know, I can be quite harsh. As you say, it was just a demo after all. Even so, I find trying to nicely point out the bad things is too difficult, and I want the demo to be good, so I just go for the frank, up-front approach.

@SITDS:

I just tried the demo again, this time following the instructions you gave, and was very impressed to see the textures match perfectly between the fractured and unfractured objects Looks really cool smashing the barrier thing...what did you call it? Jersey barrier or something?

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Posted: 8th May 2014 12:02
Quote: "and was very impressed to see the textures match perfectly between the fractured and unfractured objects"


So was I.



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Stab in the Dark software
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Posted: 10th May 2014 18:28
Quote: "I know, I can be quite harsh. As you say, it was just a demo after all. Even so, I find trying to nicely point out the bad things is too difficult, and I want the demo to be good, so I just go for the frank, up-front approach."


We want the harsh criticism.
When developing a project its hard to see it from the users point of view.

Quote: "I just tried the demo again, this time following the instructions you gave, and was very impressed to see the textures match perfectly between the fractured and unfractured objects"


It's our greatest accomplishment so far getting the textures to UV map correctly. The outside UV coordinates are carried over from the original object in the CSG algorithm. The inside UV data is generated by the DirectX UV atlas code.

Quote: "Looks really cool smashing the barrier thing...what did you call it? Jersey barrier or something?"


Well if you google Jersey barrier it says it was invented in New Jersey. Growing up here in New York we always called it a Jersey barrier we were told it was to keep the people from Jersey out of NY.

[img][/img]


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Clonkex
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Posted: 17th May 2014 16:56
Quote: "Well if you google Jersey barrier it says it was invented in New Jersey. Growing up here in New York we always called it a Jersey barrier we were told it was to keep the people from Jersey out of NY. "


Haha I've always just called them "concrete dividy blocks"

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