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Physics-based Gibbing

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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Tue May 18, 2010 12:34 pm Post subject: Physics-based Gibbing |

Are there any examples for Gyro-based gibbing? Like exploding an enemy into various pieces, that are physics objects?

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Tue May 18, 2010 12:53 pm Post subject: |

Not Gyro-related, but for gibbed players/monsters you may want to check out Mauvebib's sagdoll experiments. EDIT: the link _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Tue May 18, 2010 1:32 pm Post subject: |

I'm not interested in ragdolls, i just want to explode the enemy into various pieces, and those pieces are physics-based.

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Tue May 18, 2010 2:55 pm Post subject: |

What do you mean physics based? That could mean anything. Even Quakes gibbings are physics based. _________________ Look out for Twigboy

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Tue May 18, 2010 3:57 pm Post subject: |

JasonX wrote:
I'm not interested in ragdolls, i just want to explode the enemy into various pieces, and those pieces are physics-based.

You just described the sagdoll
I guess there's a link to a youtube video, and you can check if that's what are you talking about.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Tue May 18, 2010 5:56 pm Post subject: |

frag.machine wrote:
You just described the sagdoll I guess there's a link to a youtube video, and you can check if that's what are you talking about.

That doesn't sound like sagdoll to me, sounded like regular gibs. He never mentioned keeping the pieces together, like sagdoll does.
_________________
Look out for Twigboy

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Tue May 18, 2010 8:06 pm Post subject: |

Urre wrote:

frag.machine wrote:
You just described the sagdoll I guess there's a link to a youtube video, and you can check if that's what are you talking about.

That doesn't sound like sagdoll to me, sounded like regular gibs. He never mentioned keeping the pieces together, like sagdoll does.

Oh well guess you're right
nevermind then
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Wed May 19, 2010 12:27 am Post subject: |

I implemented gibs using Twig once, and it was mostly cool but unreliable. In certain cases if they get going really fast or got stuck or something (good way to test: blow up explobox in e1m1) they could bring the framerate nearly to a halt.
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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GiffE Joined: 08 Oct 2006 Posts: 141 Location: USA, CT |

Posted: Wed May 19, 2010 3:42 am Post subject: |

dpmod has a stickphysics based gibs in it aswell I believe. _________________ http://www.giffe-bin.net/

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Wed May 19, 2010 5:51 am Post subject: |

Sajt wrote:
I implemented gibs using Twig once, and it was mostly cool but unreliable. In certain cases if they get going really fast or got stuck or something (good way to test: blow up explobox in e1m1) they could bring the framerate nearly to a halt.

Yeah, I've discovered lots of problems with high-speeds on the objects . There's code to prevent them from collapsing when hitting stuff on high speeds, but it's not supposed to be active when they're flying freely, but that filter seems to be failing. The anti-collapse code isn't working anyway, so bleh. I've since then been taught by my go-to-guy for physics (frank) that it's a better idea to check volume inversion rather than trying to avoid it, since there really isn't any fast way to do that (I have discovered a much more reliable way to do it than currently, might have it as an option).
Good rule to have in mind for the current version of Twig: the smaller the object, the higher the impact on FPS. A small object (like a gib) with the same amount of particles as a large object (like a box) performs worse due to the poor anti-collapse code.
_________________
Look out for Twigboy

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gnounc Joined: 06 Apr 2009 Posts: 120 |

Posted: Wed May 19, 2010 8:55 am Post subject: |

Gyro has a tutorial on how to make the gibs float in water. Also when playing around with gyro, I made heads circle around the player like an aura flying blood everywhere. So yeah, its been done. And its not very difficult. http://quakematt.quakedev.com/gyrodocs/2.1a/info_physicsmacros.html
direct from gyro's documentation page

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