Inside3D!
     

Stick-Physics
Goto page Previous  1, 2, 3  Next
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming
View previous topic :: View next topic  
Author Message
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Mon Oct 27, 2008 7:07 pm    Post subject: Reply with quote

the point being it takes an hour to walk 2 miles around here, and that i walked five and there are a lot of bussines's but none are hiring...
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Tue Oct 28, 2008 4:24 pm    Post subject: Reply with quote

Good work on the article, Tomaz.
Back to top
View user's profile Send private message Send e-mail
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Oct 28, 2008 4:29 pm    Post subject: Reply with quote

FrikaC: Wrong guy. Very similar names, admittedly.
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Tue Oct 28, 2008 4:52 pm    Post subject: Reply with quote

Why thank you Susan.
Back to top
View user's profile Send private message Send e-mail
scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Tue Oct 28, 2008 5:05 pm    Post subject: Reply with quote

I admit, for a moment I briefly thought it was Tomaz as well =)
Back to top
View user's profile Send private message AIM Address
MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Wed Oct 29, 2008 2:06 am    Post subject: Reply with quote

Urre wrote:

Mauve: I have many ideas for joint limits, but I can admit they're tough. The best idea I've had so far, is limiting by the use of planes which are attached to particles. I can see it working! Also, 90 entities is nothing for DP Wink


I was trying to create a new type of "stick" to act as joint limits, but i just couldn't get it even remotely working. My grasp of the underlying code just wasn't good enough.
_________________
Apathy Now!
Back to top
View user's profile Send private message
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu Nov 27, 2008 12:06 am    Post subject: Reply with quote

It lives!

See here, and weep. Weep the tears of happiness!

Huge thanks to tZork from the Nexuiz community for taking his evening off and helping me debug! Turned out to be the ol'

Code:
self.angles_x = self.angles_x*-1;

Quite embarrassing really. LordHavoc looked at me and went all Rolling Eyes

Looks like an interesting future for physics in DP based mods!

Release will come soonish Smile
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Nov 27, 2008 12:59 am    Post subject: Reply with quote

omg awsome! this will look real good in my ww2 mod im working on atm Very Happy image explosions going off and rubble, bodies, and props flying everywhere! Very Happy its gunna be great!
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Thu Nov 27, 2008 1:01 am    Post subject: Reply with quote

Urre wrote:
It lives!

See here, and weep. Weep the tears of happiness!

Huge thanks to tZork from the Nexuiz community for taking his evening off and helping me debug! Turned out to be the ol'

Code:
self.angles_x = self.angles_x*-1;

Quite embarrassing really. LordHavoc looked at me and went all Rolling Eyes

Looks like an interesting future for physics in DP based mods!

Release will come soonish Smile


Purely awesome work.

Just wondering; does this work in vanilla Quake? If not, can it be incorporated into the engine code with little hassle?
Back to top
View user's profile Send private message
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu Nov 27, 2008 1:33 am    Post subject: Reply with quote

DarkPlaces only, but you could make it engineside for sure. Without hassle? No.
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Nov 27, 2008 1:41 am    Post subject: Reply with quote

downsiders a pretty good coder, hes making a custom engine for the halo : solitude mod out of kuroks engine, hes also doing most of the qc coding Very Happy i think as long as it has to do with coding and not content creation he shouldnt have a problem making an engine that can support anything that DP does. Very Happy
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Thu Nov 27, 2008 2:31 am    Post subject: Reply with quote

ceriux wrote:
downsiders a pretty good coder, hes making a custom engine for the halo : solitude mod out of kuroks engine, hes also doing most of the qc coding Very Happy i think as long as it has to do with coding and not content creation he shouldnt have a problem making an engine that can support anything that DP does. Very Happy


Really doubtful that I could have added all the features that Darkplaces does.
Back to top
View user's profile Send private message
ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Nov 27, 2008 2:45 am    Post subject: Reply with quote

idk for being 14 your very skilled dont doubt yourself Very Happy your a very talented individual Very Happy. (im sure you could probably implement the ones needed. probably just the dpextensions. and a couple small engine features.)
_________________
QuakeDB - Quake ModDB Group
Back to top
View user's profile Send private message Yahoo Messenger
Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Thu Nov 27, 2008 5:58 am    Post subject: Reply with quote

kickASS! Quake has many many box like box things that need to behave to the likes of boxes. Can't wait to see this on gibs/weapons etc. Smile
_________________
Unit reporting!
http://www.bendarling.net/
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu Nov 27, 2008 6:52 am    Post subject: Reply with quote

But that's the beauty, it's not just boxes! It could be... Kittens!
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming All times are GMT
Goto page Previous  1, 2, 3  Next
Page 2 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group