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My rag-doll/geometry-cutting results

Posted: Mon May 27, 2013 11:17 pm
by mikeshafer
Hey guys,

I have a link to share with you. It's a video of the game I'm working on. All the ramble and pointless questions I ask on this forum is for this game. And I can't say I didn't learn anything from the collision and dynamics in bullet. If this game ships, I hope to put a special thanks to bullet in the packaging or something. Let me know if you like it.

http://www.mikeshafer2009.com/media/Bai ... Alpha1.wmv

Mike

Re: My rag-doll/geometry-cutting results

Posted: Tue May 28, 2013 8:00 am
by ConvexHull
The game itself is nothing special, but... the physics is great! How did you achieve this? Could you post some example code somewhere?
Bullet is great and everyone can learn from it, but it would be nice if somebody put something back in after learning.
The "cuts" are procedural, right?

Re: My rag-doll/geometry-cutting results

Posted: Tue May 28, 2013 8:25 am
by mikeshafer
Yeah, it's not spectacularly good. After all, limited budget and stuff. There's a LOT of code from cutting and rag doll and physics. I suggest you try to implement something and if you have trouble ask us, and we'll be glad to help. You can seriously learn from bullet, it is amazing. btGjkEpa2.cpp is ridiculously efficient and works great. I did my own, but yeah you need collisions first (all mine are gjk, except for capsule vs capsule) and then you can concentrate on dynamics.

Mike

Re: My rag-doll/geometry-cutting results

Posted: Tue May 28, 2013 1:36 pm
by SinisterMephisto
Collision detection scares me. But it seems like building a Collision Detection plugin is the only way to by pass unity3d's physics with out slowing down the engine. (unity does not return penetration depth you need to get that with ray/object casts :().

Re: My rag-doll/geometry-cutting results

Posted: Thu May 30, 2013 2:42 am
by mikeshafer
Hey, whatever works ;).

Mike