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Module: BMOD - Extended Physics Module


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Destro-
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Old 03-05-2012 , 12:58   Re: Module: BMOD - Extended Physics Module
Reply With Quote #71

Are you working on something new for this?
It's very good.


Sorry for my english.
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Xvil
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Old 03-10-2012 , 07:05   Re: Module: BMOD - Extended Physics Module
Reply With Quote #72

Very Nice
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Old 03-10-2012 , 11:13   Re: Module: BMOD - Extended Physics Module
Reply With Quote #73

Please Post An Example about

PHP Code:
bmod_traceline(Float:start[3],Float:end[3],Float:point[3],Float:normal[3]) 
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Backup
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Old 03-10-2012 , 19:08   Re: Module: BMOD - Extended Physics Module
Reply With Quote #74

Quote:
Originally Posted by Xvil View Post
Please Post An Example about

PHP Code:
bmod_traceline(Float:start[3],Float:end[3],Float:point[3],Float:normal[3]) 
It has already been posted times before.
http://forums.alliedmods.net/showpos...7&postcount=33
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Last edited by Backup; 03-10-2012 at 19:09.
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Old 03-11-2012 , 04:50   Re: Module: BMOD - Extended Physics Module
Reply With Quote #75

Ok
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yokomo
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Old 03-28-2012 , 16:12   Re: Module: BMOD - Extended Physics Module
Reply With Quote #76

Hi Backup,
Can you share me the code that you use on this video http://www.youtube.com/watch?v=0tpyP...eature=channel

Look so interesting.
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Backup
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Old 03-28-2012 , 17:27   Re: Module: BMOD - Extended Physics Module
Reply With Quote #77

Quote:
Originally Posted by yokomo View Post
Can you share me the code that you use on this video http://www.youtube.com/watch?v=0tpyP...eature=channel
This should be it. It's a bit dirty. The point of it is in emiting sound only if distance between contact points is big enough. We also have to wait a little between emiting, otherwise it doesn't sound good.
Code:
public _bmod_test(id){
    ...
    bmod_object_set_callback(entity,1) //register callback for spawned object
    ...
}

new wait=0

public bmod_forward_contact(ent1,ent2,Float:distance){
    if(distance<-0.5 && !wait){
        static Float:origin[3]
        entity_get_vector(ent1,EV_VEC_origin,origin)
        EF_EmitAmbientSound(0,origin,"player/pl_jump2.wav",1.0,ATTN_NORM,0,PITCH_NORM)
        set_task(0.15,"_nowait")
        wait=1
    }
}

public _nowait(){
    wait=0
}

public plugin_precache(){
    ...
    precache_sound("player/pl_jump2.wav")
    ...
}
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Destro-
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Old 03-28-2012 , 21:34   Re: Module: BMOD - Extended Physics Module
Reply With Quote #78

Quote:
Originally Posted by Destro- View Post
Are you working on something new for this?
It's very good.


Sorry for my english.
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Backup
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Location: Česká Republika
Old 04-02-2012 , 17:29   Re: Module: BMOD - Extended Physics Module
Reply With Quote #79

Quote:
Originally Posted by Destro- View Post
Are you working on something new for this?
I've took a little break. I've commit a small update today, it brings a few patches:
1, Bullet's timestep is now variable according to server's FPS. Until now it was fixed to 1/60 that caused slowing down physical simulation with bigger amount of objects on scene - stuff was falling slower.
2, You can set the rest of variables that are used in bullet's timestep function. With this you can achive more precise simulations (small objects with high velocity properly collide with world) or more CPU-saving simulation.
3, Bmod now properly uses entity's angles when spawning an object.

You can get it from github, i'm going to post it on front page when there will be bigger change.

My current TODO list is:
constraints (joints, hinges), trimesh collision shape (loaded from map model, .mdl file or .obj file), map entities handling, player collision
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Last edited by Backup; 04-02-2012 at 18:06.
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Backup
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Old 04-03-2012 , 15:21   Re: Module: BMOD - Extended Physics Module
Reply With Quote #80

Today I was working whole afternoon on constraints and this is what i got:
http://www.youtube.com/watch?v=t1X2rAz_Pek
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