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Module: BMOD - Extended Physics Module


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xakintosh
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Old 02-12-2012 , 15:31   Re: Module: BMOD - Extended Physics Module
Reply With Quote #11

Wicked Work.
You are insane dude good job.
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Kiske
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Old 02-13-2012 , 03:05   Re: Module: BMOD - Extended Physics Module
Reply With Quote #12

Quote:
Originally Posted by Backup View Post
Code:
#include <amxmodx>
#include <engine>
#include <bmod>

public plugin_init() {
    register_plugin("bmod_test","0","asdf")
    register_concmd("bmod_test","_bmod_test")
}

new i=0

public _bmod_test(id){
    new entity = create_entity("func_wall")
    switch(i%5){
        case 0:{
            entity_set_model(entity,"models/fyzsph.mdl")
        }
        case 1:{
            entity_set_model(entity,"models/fyzbox.mdl")
        }
        case 2:{
            entity_set_model(entity,"models/fyzcyl.mdl")
        }
        case 3:{
            entity_set_model(entity,"models/fyzcap.mdl")
        }
        case 4:{
            entity_set_model(entity,"models/fyzcon.mdl")
        }
    }
    new Float:origin[3]
    entity_get_vector(id,EV_VEC_origin,origin)
    origin[2]+=128
    entity_set_origin(entity,origin)
    entity_set_float(entity,EV_FL_nextthink,86400.0)
    entity_set_int(entity,EV_INT_movetype,8)
    bmod_object_add(entity,i%5,1.0,24.0,24.0,24.0)
    i++
}

public plugin_precache(){
    precache_model("models/fyzsph.mdl")
    precache_model("models/fyzbox.mdl")
    precache_model("models/fyzcyl.mdl")
    precache_model("models/fyzcap.mdl")
    precache_model("models/fyzcon.mdl")
}
Very very thanks!
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iBuX
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Old 02-13-2012 , 17:45   Re: Module: BMOD - Extended Physics Module
Reply With Quote #13

Very nice!

Good job.
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Backup
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Old 02-13-2012 , 18:15   Re: Module: BMOD - Extended Physics Module
Reply With Quote #14

I'm very glad you like it, but i would also appreciate some feedback like: Is it working? Are there any functions you miss (like applying forces, setting gravity, callbacks)? Or should i work on entity handling (proper collision with walls, doors, breakables)? Or should i try to implement player collision?
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Last edited by Backup; 02-13-2012 at 18:15.
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Emp`
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Old 02-13-2012 , 20:33   Re: Module: BMOD - Extended Physics Module
Reply With Quote #15

Quote:
Originally Posted by Backup View Post
Or should i try to implement player collision?
I think that would be one of the best goals you could accomplish with this, along with the entity handling.

One thing that I saw immediately that I would prefer you do is convert the following into an enumeration.
Code:
0 - sphere (x is radius)
1 - box (x, y and z are half of box dimensions)
2 - cylinder (same as box, x is radius; cylinder is situated along Z axis)
3 - capsule (x is radius, y is distance between half spheres; capsule is situated along Z axis)
4 - cone (x is radius, y is height; cone is situated along Z axis)
Using an enumeration would be easier to distinguish what is being created, instead of trying to remember the numeric values.

Also, I have not had any time to actually test anything with this, but could you answer these questions (they all have to do with how much entity data is used between "worlds"):
  1. Are entities' and objects' velocities tied both ways? Meaning if I set an entity's velocity, will it correctly alter the object's velocity?
  2. Does an entity's movetype also affect its movement? I.e. would an entity with MOVETYPE_FLY float in the air?
  3. Does the entity's gravity affect anything?

A feature that I think would be interesting, would be able to do something like Weapon Physics for the entities.
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Backup
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Old 02-14-2012 , 11:09   Re: Module: BMOD - Extended Physics Module
Reply With Quote #16

Quote:
Originally Posted by Emp` View Post
One thing that I saw immediately that I would prefer you do is convert the following into an enumeration.
Code:
...
Using an enumeration would be easier to distinguish what is being created, instead of trying to remember the numeric values.
Whatever, that was the most easy thing to do.
Quote:
Originally Posted by Emp` View Post
Are entities' and objects' velocities tied both ways? Meaning if I set an entity's velocity, will it correctly alter the object's velocity?
Nope, bmod ingores and overwrites all your changes of velocity. I would have to store last frame velocity and that is wasting of memory, because i am able (*will be able in next version) to set velocity and forces directly using internal bullet functions.
Quote:
Originally Posted by Emp` View Post
Does an entity's movetype also affect its movement? I.e. would an entity with MOVETYPE_FLY float in the air?
Nope, why would you hook an entity you want to be floating to an physics engine anyway?
Quote:
Originally Posted by Emp` View Post
Does the entity's gravity affect anything?
Nope. I'm going to use origin, angles, velocity, avelocity and gravity to create bullet objects. (In current version only origin of entity is used)
Quote:
Originally Posted by Emp` View Post
A feature that I think would be interesting, would be able to do something like Weapon Physics for the entities.
I don't get it, could you be more specific? What feature would be interesting?
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joropito
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Old 02-14-2012 , 11:32   Re: Module: BMOD - Extended Physics Module
Reply With Quote #17

Player push will be great when collision occurs. It should be done taking into consideration the objects and players weight.
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Exolent[jNr]
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Old 02-14-2012 , 11:49   Re: Module: BMOD - Extended Physics Module
Reply With Quote #18

Quote:
Originally Posted by Backup View Post
Nope, why would you hook an entity you want to be floating to an physics engine anyway?
So, you're saying that if an entity doesn't have gravity, it shouldn't need better physics?
What about something like ricochet where discs fly around and push players? I think that would be a good purpose for such feature.

Quote:
Originally Posted by Backup View Post
I don't get it, could you be more specific? What feature would be interesting?
Grenade explosions and bullets pushing entities, since it seems you have the bounce feature already made.
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TheSpectator
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Old 02-15-2012 , 03:14   Re: Module: BMOD - Extended Physics Module
Reply With Quote #19

Just awesome!
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mabaclu
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Old 02-15-2012 , 18:48   Re: Module: BMOD - Extended Physics Module
Reply With Quote #20

Quote:
Originally Posted by joropito View Post
Player push will be great when collision occurs. It should be done taking into consideration the objects and players weight.
There could be a function called set_object_weight that would change the weight of an object. Then Bmod would calculate the acceleration using the formula: Force = mass x acceleration
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