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Physics-based Gibbing

 
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JasonX



Joined: 21 Apr 2009
Posts: 92

PostPosted: Tue May 18, 2010 12:34 pm    Post subject: Physics-based Gibbing Reply with quote

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

PostPosted: Tue May 18, 2010 12:53 pm    Post subject: Reply with quote

Not Gyro-related, but for gibbed players/monsters you may want to check out Mauvebib's sagdoll experiments.
EDIT: the link
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JasonX



Joined: 21 Apr 2009
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PostPosted: Tue May 18, 2010 1:32 pm    Post subject: Reply with quote

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
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PostPosted: Tue May 18, 2010 2:55 pm    Post subject: Reply with quote

What do you mean physics based? That could mean anything. Even Quakes gibbings are physics based.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Tue May 18, 2010 3:57 pm    Post subject: Reply with quote

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 Very Happy
I guess there's a link to a youtube video, and you can check if that's what are you talking about.
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Urre



Joined: 05 Nov 2004
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PostPosted: Tue May 18, 2010 5:56 pm    Post subject: Reply with quote

frag.machine wrote:
You just described the sagdoll Very Happy
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.
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Tue May 18, 2010 8:06 pm    Post subject: Reply with quote

Urre wrote:
frag.machine wrote:
You just described the sagdoll Very Happy
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 Wink guess you're right
nevermind then
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Sajt



Joined: 16 Oct 2004
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PostPosted: Wed May 19, 2010 12:27 am    Post subject: Reply with quote

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.
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GiffE



Joined: 08 Oct 2006
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PostPosted: Wed May 19, 2010 3:42 am    Post subject: Reply with quote

dpmod has a stickphysics based gibs in it aswell I believe.
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Urre



Joined: 05 Nov 2004
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PostPosted: Wed May 19, 2010 5:51 am    Post subject: Reply with quote

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 Sad. 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.
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gnounc



Joined: 06 Apr 2009
Posts: 120

PostPosted: Wed May 19, 2010 8:55 am    Post subject: Reply with quote

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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