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Geek Culture / 3D Cloth and Particle Physics Pack. Is it any good?

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The Nerd
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Joined: 5th Jun 2004
Location: Denmark
Posted: 11th Jun 2005 23:30 Edited at: 11th Jun 2005 23:34
Hi!

On monday it's my birthday!

I'm using dbpro by the way.
Now... I wanna start implement particles in my games. Then i saw this pack we're you can add new commands to DBPRO we're you CAN make particles( and also physics).
I though that it would be a good wish. But before i'm wishing anything i wanna hear if it's any good. Would i ETC be able to make good 3D particles? Or good 3D explosion particles so when you hit a enemy plane with a bullet the particle would position at the enemy plane you just shot and then explode and the make the particles disapear again and get ready to the next enemy plane that you gonna shoot?

Because if i would be able to make that with it i would definatly wish it so i could use it in a game i'm currently working at(see it here) :
http://www.panzergames.tekhawk.com

Oh... And is it 3D particles? And easy to use?

Please answer my questions. And i would also like to hear what you like/dislike about it.


THANKS!


-The Nerd

Visit PanzerGames here
indi
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 11th Jun 2005 23:58
ive mentioned this before, i helped to produce some effect examples for this package and i was amazed at the potential that the physics pack has on someone who didnt want to rewrite newtons laws in order to get something working fast and look great.


i made examples like flapping flags, spiderwebs and rope bridges.


If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself 
The Nerd
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Posted: 12th Jun 2005 00:02
So you're trying to say that it's easy and fast to use?

But just to be sure i still wan't these questions answered :

is it 3D particles? And easy to use?
And would i be able to do as i wanted with the enemy plains ETC?


THANKS!

-The Nerd

Visit PanzerGames here
indi
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Posted: 12th Jun 2005 00:05 Edited at: 12th Jun 2005 00:07
i didnt explore the particle component enough but i was producing better results with the pack then with just the standard particles in DBP. Im pretty sure you can acheive the results you were mentioning above, but in case someone has more experience with them they should pipe up on this message soon enough, maybe sit on it for a day before you decide and compile a list of pros and cons.

I made an underwater scene with the particles int he pack to act like bubbles and another to act like magic spewing forth from a cauldron, a lot of my examples were for rpg based elements.

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself 
The Nerd
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Posted: 12th Jun 2005 00:16 Edited at: 12th Jun 2005 00:17
Thanks for the help!

Oh well.. If anyone know if i can achive the result i wan't then please tell me!

Also if someone know if it's 3D particles then you i would be happy if you told me too

Thanks


-The Nerd

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BatVink
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Location: Gods own County, UK
Posted: 12th Jun 2005 02:49
The particles are plains, which move in 3D space. They always face the camera.

You can color them, fade them, use images as particles, change their life, quantity, direction, spread and lots of other things.

Then you can add effectors...turn them into cyclones, blow them with a wind, add gravity, change their size, color and transparency over time, get them to flock to a point is space....

And finally you add colliders. When the particles hit colliders, they can bounce, stick, disappear, change color, or trigger an effector.

You can acheive all sorts of effects, I'm working on a showcase, I'll try and speed up a little!

BatVink
The Nerd
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Posted: 12th Jun 2005 02:51
Thanks!

But batVink.. Can you tell me if i can achive the result that i wan't too? (Read my first post).

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Drew Cameron
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Posted: 12th Jun 2005 02:51
So, could it be good for adding a shiny cape to a character? Could you pin it onto the shoulders of the cape wearer?

Dumbo and Cool

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indi
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Posted: 12th Jun 2005 03:05 Edited at: 12th Jun 2005 03:06
drew, when i first had a go at developing examples i had to create cubes which i coined as pegs, these pegs acted like any washing line peg to pin the cloth at certain points.

later on as it was being developed you didnt have to create aka pegs.


for a cloak however you might have to add two extra limbs as the points you want to attach the cloak, you can also let go of the pegs and the cloth will float animated to the ground as if its being affected by the motion gravity and wind.

the cloth might be a great twist for hair as well, instead of the full head waving in the wind a ponytail or long hair after the scalp as a tendril like peice of cloth, this is of course if you have a game whos realism is important etc..

cloth components consist of divisons, using a division of 1 in one of the dimensions is how i acheived a rope bridge to act correctly or else the wood bends and looks wrong.

crafty things can happen if you think about how to use the divisions effectively

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself 
Drew Cameron
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Posted: 12th Jun 2005 03:10 Edited at: 12th Jun 2005 03:10
Okay, thanks man. None of my current characters have hair, but I did think about that use....

I guess I know who to ask when I run into problems then (you)
Should be good ...


How is the performance hit? << In bold incase you didn't catch it.

Dumbo and Cool

WIP Board!
indi
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Posted: 12th Jun 2005 03:13
I only made examples and havent requested my update yet for 5.8 so i can use it again.

I havent implemented them into any larger project yet, i didnt notice any slowdowns creating things on an older pIII933

If no-one gives your an answer to a question you have asked, consider:- Is your question clear.- Did you ask nicely.- Are you showing any effort to solve the problem yourself &#63743;
Drew Cameron
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Posted: 12th Jun 2005 03:20
Right;
thanks again!

Dumbo and Cool

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BatVink
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Posted: 12th Jun 2005 04:39
For particles, I have a project with 16 emitters, 200 particles per emitter. So I can potentially have 3200 particles at one time. It runs at around 100 FPS.

As far as I can tell from the help, cloth seems to use particles to calclate the cloth. I guess it positions hidden particles, then moves the cloth object points to match the particle positions. So a 10 x 10 cloth is in effect calclating 121 particle positions.

The Nerd: Yes, you can do explosions and other similar effects. You would probably do an emitter with small particles becoming bigger over time (1 second, perhaps). You would use a fireball image. You would potentially fade the particles as the explosion dies out. I would also experiment with a drag effector, so the particles would fly out fast, and come to a grinding halt quite quickly. So the effect is a powerful explosion that lingers for a couple of seconds after growing to it's full size.

BatVink
The Nerd
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Posted: 12th Jun 2005 07:05
Thanks for the help!

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