Status on the Player Controller

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Re: Status on the Player Controller

Postby Julio Jerez » Wed Mar 07, 2012 1:10 pm

Spek wrote:In the attachment you see the stair I''m talking about. I can climb it, but then suddenly somewhere halfway I will get stuck. When rotating or moving backward-forward a bit, the bastard proceeds. But that's a bit annoying of course. Maybe the physical (collisionTree) shape is a difficulty here? The stairsteps are quite high, but not higher than the "maxStepHeight" setting.


that is the problem sthat I am going to adress wit the new player controller.
Basically a one capule player controlled with a single step hight is bound to fail on some cases.
The idea that a sinle capsule can be a represeiunation of a human is an absurd,
to remedy that the new player will have a shape on each major limb, this way each colilsion shape will behave and will be expected to behave like a shape.
the controller behavior will be an emergent function of the set of all collision shapes working together each as a shape rather that as a character.

I started the implementation but I first need to copmplete some low leve funtionality before I get to that point.
The new plaey controller will be smart enought that it will be able to negociate those kind of obstacles without any problem.
it will be smart to kknow that the player is going ove a lader, or it is taking a step.

I am hopefull that this weekend I comple the minum funtionality that I nee on the engine side to comple the player controller.
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Re: Status on the Player Controller

Postby Spek » Thu Mar 08, 2012 3:40 pm

Do we need to define the humanoid shape ourselves (each limb), or is it hardcoded (eventually with some size factors)?

For proper stair climbing physics, check this ;)
http://www.youtube.com/watch?v=mRDl5_-wJ0Y
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Re: Status on the Player Controller

Postby Julio Jerez » Thu Mar 08, 2012 4:24 pm

the model will follow the saem convention of a 3d charenet skeleton.
beasilly the will be a root shape, which will be the main plate shape an the one the teh engine will see.

the teh application will add limbs whi will be sub shape with parent, this sub shapes cna be shape and move,
essentially the motion will be extated from the application each tine the player move.
it will be up to the aplicaion fi it want to update the shapes.

exampel say you ste you shep to teh Juse pose, if you do no mopve then tehn teh aram will eb collsioning each time an arm hit somethong.
you could for example no add the arms ma donel add the torsu, lowe bogy legs and calf,
and the will make a stick gait that can wolak an dnegociate obostancle.
for the I am completing the feature I need wih is the ability to ability scale, translate and rotate collision shapes.

http://www.youtube.com/watch?v=mRDl5_-wJ0Y

this is what I am looking fore yes, is that teh real movies of a game?
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Re: Status on the Player Controller

Postby Spek » Fri Mar 09, 2012 6:03 am

Does that also mean you have to synchronize the limb colliders with the animation (walk, stand, crouch, make a salto, ...)? That could also be useful for detecting hits in case you try to kick/punch something.

And.. once the player drops dead, the same colliders can also be used for ragdolls right? That would be handy, now I have to define 2 collision shapes:
1- The actual body limbs (for ragdoll & detecting more precise bullet / impact hits)
2- A cylinder for collisions with the environment / moving around

If those could be combined to one, it makes things easier to manage.
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Re: Status on the Player Controller

Postby pHySiQuE » Wed Mar 14, 2012 1:51 pm

shybovycha wrote:
pHySiQuE wrote:I have a player controller with crouching, jumping, and an adjustable max angle they won't slide off of. I am converting the code to C++, but after I do I will post it here for you guys.


Waiting impatiently =)

I am waiting for convex casting to be finished. It uses a convex cast to tell if the player is on the ground. :P
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Re: Status on the Player Controller

Postby Julio Jerez » Wed Mar 14, 2012 2:07 pm

I know, I know, you are not teh only one wating for that.
Convex Cast required many low lever funtion to be working before it is written.
I decided to make the move to use Intansce for collision so I nee to complet the instance first.

I am late because I made a mistake teh firt time I added the instance, I tryoed to added all at once and I got a reall big mess.
so I am tryng again taking a representaive collision shape and completing that path whiel keeping evrythuiing working.
I am using the Box for that and I chek it a partil version when box are now in fact instance based.

I myself want the convex cast too because it is stoping me from completing the car and the player controller, but
it is like they say, the sause making is very messing.
I am hoping that by the end of this week I have a version that is stable enought with all the minumal functinality that I can reimplemet convex cast for all shapes
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Re: Status on the Player Controller

Postby pHySiQuE » Sat Mar 17, 2012 9:31 pm

Sorry I wasn't trying to bug you, just wanted to explain to them. :wink:
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