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
My rag-doll/geometry-cutting results
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- Posts: 9
- Joined: Sun Mar 10, 2013 5:03 pm
Re: My rag-doll/geometry-cutting results
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?
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?
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- Posts: 49
- Joined: Fri Feb 24, 2012 10:45 am
Re: My rag-doll/geometry-cutting results
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
Mike
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- Posts: 20
- Joined: Tue Sep 01, 2009 4:19 pm
Re: My rag-doll/geometry-cutting results
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
).

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- Posts: 49
- Joined: Fri Feb 24, 2012 10:45 am
Re: My rag-doll/geometry-cutting results
Hey, whatever works
.
Mike

Mike