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Module: BMOD - Extended Physics Module


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Hyper Nova
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Join Date: May 2012
Old 06-19-2012 , 13:37   Re: Module: BMOD - Extended Physics Module
Reply With Quote #91

Quote:
Originally Posted by Backup View Post
I don't feel very optimistic about player collision, there is no way how to implement the actual feeling of pushable entity at client side. It looked pretty good on my older videos, but that's just because i was running it on localhost, so there was perfect sync between server and client. When i deployed it on server, it was hell, especially for people with higher ping.

Other map entities shouldn't be so hard to add into simulation. I think i'll just create another type of "object" - static - which could be used for func_walls, func_doors, and pretty much all brush entities.
Hm, its really weird, some maps there are func_wall in floor and you can imagine what will happen in the game

thats is my biggest problem in your module right now.
mayby you can make like new clip entity for bmod to block entities somehow.

Quote:
Originally Posted by Backup View Post
Other map entities shouldn't be so hard to add into simulation. I think i'll just create another type of "object" - static - which could be used for func_walls, func_doors, and pretty much all brush entities.
i dont understand this part somehow.

object like BMOD entity ( only BMOD enitity block BMOD entities )
anyway that is not a good idea, you see in goldsource engine there are things so limited

we only have 1300 entities max and 300 of them can be show with model or sprite.

Last edited by Hyper Nova; 06-19-2012 at 13:37.
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Backup
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Old 06-20-2012 , 14:59   Re: Module: BMOD - Extended Physics Module
Reply With Quote #92

Quote:
Originally Posted by Hyper Nova View Post
i dont understand this part somehow.
I was just talking about I was (probably) going to fix this problem:
Quote:
Originally Posted by Hyper Nova View Post
Hm, its really weird, some maps there are func_wall in floor and you can imagine what will happen in the game

thats is my biggest problem in your module right now.
Quote:
Originally Posted by Hyper Nova View Post
mayby you can make like new clip entity for bmod to block entities somehow.
After implementing that brush entity collision stuff, it shouldn't be a problem to make a plugin that handles custom entities.
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Last edited by Backup; 06-20-2012 at 15:05.
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Hyper Nova
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Old 06-30-2012 , 08:57   Re: Module: BMOD - Extended Physics Module
Reply With Quote #93

Quote:
Originally Posted by Backup View Post
After implementing that brush entity collision stuff, it shouldn't be a problem to make a plugin that handles custom entities.
Omg i have too bad english, also dont understand this part but what i understand is

Quote:
it shouldn't be a problem to make a plugin that handles custom entities
answer yes it easy and i already done it

that clip texture brush is not actually entity, like it is entity but it is worldspawn entity what all other non entities are.
I can create a solid entity named bmod_clip and also i can do that entity support costom keynames and keyvalues.
if you want to i upload source code.
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yokomo
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Old 07-01-2012 , 11:49   Re: Module: BMOD - Extended Physics Module
Reply With Quote #94

Hi,
Sorry, but how to make a ball that can be collides with players? i want to use this module in soccerjam.
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Hyper Nova
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Old 07-09-2012 , 20:40   Re: Module: BMOD - Extended Physics Module
Reply With Quote #95

Quote:
Originally Posted by yokomo View Post
Hi,
Sorry, but how to make a ball that can be collides with players? i want to use this module in soccerjam.
you can make this by plugin.
Make new entity and make it a bmod and register touch.
If player touch then get player speed and origin and bmod entity origin and speed.
code:

PHP Code:
Float a[3] = player speed
Float b
[3] = player origin

Float c
[3] = bmod speed
Float d
[3] = bmod origin
new Float:e[3], Float:f[3], Float:h[3], Float:h2[3]

e[0] = a[0] + c[0]
e[1] = a[1] + c[1]
e[2] = a[2] + c[2]
f[0] = b[0] - d[0]
f[1] = b[1] - d[1]
f[2] = b[2] - d[2]
h2[0] = (e[0] + f[1]) * 0.75
h2
[1] = (e[1] + f[0]) * 0.75
h2
[2] = (e[2] + (f[2] - ( f[2] * 2.0 ))) * 0.75
// set_bmod_ent_rotate_speed (h2)

h[0] = (e[0] + f[0]) * 0.75
h
[1] = (e[1] + f[1]) * 0.75
h
[2] = (e[2] + f[2]) * 0.75
// set_bmod_ent_speed(h)

// 0.9 will be the bmod entity mass
a[0] *= 0.9
a
[1] *= 0.9
a
[2] *= 0.9
// set_player_speed(a) 
It is now perfect but i hope it help you somehow.
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Old 07-24-2012, 16:44
chrisss
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Old 08-20-2012 , 15:18   Re: Module: BMOD - Extended Physics Module
Reply With Quote #96

anything new?
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ILZM
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Location: Kazakhstan
Old 12-29-2012 , 01:34   Re: Module: BMOD - Extended Physics Module
Reply With Quote #97

Hello!
Your module is very cool, so I tried to simulate cylinder with mass= {1.4, 2.4, 2.4}, but how you said, the size is small and collide is crazy. I want to recompile module and I found
Code:
//expecting min 10 FPS
int g_bt_max_ssteps = 12;//6
float g_bt_ftstep = 1.0/100;//60
You wrote how to compile
INSTALL
Code:
To build BMOD you will need Bullet SDK (http://code.google.com/p/bullet/downloads/list).

Build Bullet as a static lib. You will need these libs:
  > BulletCollision
  > BulletDynamics
  > LinearMath

Then compile BMOD source code (all .cpp-s) as shared lib.
Link against previously mentioned libs.
Also include following dirs:
  > "amxmodx" form AmxModX SDK
  > "metamod" from MetaMod SDK
  > "dlls", "engine" and "common" from HLSDK
  > "src" from Bullet SDK
But i have never compiled module, so can you compile with another definitions or explain deeper how to compile, pls
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Backup
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Location: Česká Republika
Old 12-29-2012 , 05:23   Re: Module: BMOD - Extended Physics Module
Reply With Quote #98

You don't have to recompile. Get latest binary and inc file from github and use bmod_stepcfg.
Code:
/*
Configure bullet's stepSimulation.
For more info see: http://bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World
http://bulletphysics.com/Bullet/BulletFull/classbtDynamicsWorld.html#a5ab26a0d6e8b2b21fbde2ed8f8dd6294
Default: timeStep=variable, maxSubSteps=6, fixedTimeStep=1/60
*/

native bmod_stepcfg(maxSubSteps,Float:fixedTimeStep)

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ILZM
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Old 12-29-2012 , 08:00   Re: Module: BMOD - Extended Physics Module
Reply With Quote #99

Thanks for the update.
When an entity moves with high velocity it pass off through walls even with bmod_stepcfg(1, 1.0/60.0) or bmod_stepcfg(6, 1.0/60.0). And when max step is 0, it penetrates only sometimes, but
Code:
maxSubSteps == 0 ?
If you pass maxSubSteps=0 to the function, then it will assume a variable tick rate. Every tick, it will move the simulation along by exactly the timeStep you pass, in a single tick, instead of a number of ticks equal to fixedTimeStep.
This is not officially supported, and the death of determinism and framerate independence. Don't do it.
Even with mass= Float:{6.0, 8.0, 8.0}.
What i must do?)
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Backup
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Location: Česká Republika
Old 12-29-2012 , 15:11   Re: Module: BMOD - Extended Physics Module
Reply With Quote #100

Quote:
By decreasing the size of fixedTimeStep, you are increasing the “resolution” of the simulation.
If you are finding that your objects are moving very fast and escaping from your walls instead of colliding with them, then one way to help fix this problem is by decreasing fixedTimeStep. If you do this, then you will need to increase maxSubSteps to ensure the equation listed above is still satisfied.
You have to set much smaller fixedTimeStep.
Let's say we have an object with 1.2 unit radius. It is traveling with velocity 240 u/s. Distance diveded by velocity is time - we need 1/200s fixedtimestep.
Let's say we have 100 fps server, so it steps in 1/100 timestep. MaxSubSteps must be greater than timestep divided by fixedtimestep - we set >2 maxsubsteps.

bmod_stepcfg(3,1.0/200)
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