Physics test video...

Published March 01, 2007
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Ok I have physics on bullets done, and I've made a video showing it...

I always enjoy the surreal scene of spawning random objects in the middle of a city, and shooting them up. I need to get bombs/grenades working...

Here is the link to the video & a preview image -

Click here to download video (22MB .MPEG)



Real busy right now, got a test session later today w/ the publisher...I'll post another update & video soon. Hopefully I'll have more time to elaborate.

- Dan
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0 likes 7 comments

Comments

coderx75
THAT IS SO F*&KIN' COOL! Just watched the video and the physics look fantastic! =D I like how you could stack object so high and just watch the pile tilt and fall. Seeing that stack of boxes made me want to run for cover. =) It looks like physics could really play a big part in level design with players strategically using the environment against other players. Your engine has some incredible possibilities.

March 01, 2007 11:58 AM
dgreen02
Glad you liked it [grin] I'll have some more physics videos soon w/ debug output so you can see the calculations for each ray cast, etc. It looks interesting.

I love stacking the physics objects, each one has it's own reaction to being stacked 20-30 high...even 100 high. It's a lot of fun :-0

Thanks again for the reply!

- Dan
March 01, 2007 12:22 PM
Gaheris
Downloading the movie right now. The screenshots are looking great, can't wait to see the moving pictures. I hope you're testing session went alright (or is going to).
March 01, 2007 12:47 PM
Gaiiden
Obligatory cop killing included :P I like the bubble text also, that's really cool. The part where your character is running past the cars though - looking at the cars as he passes by I can't shake the impression that they are floating a bit above the road. Possibly the reflection of the road surface? Other than that, looks freakin awesome
March 01, 2007 10:40 PM
Gaheris
I just noticed that the particle effects on shooting objects are always the same. If you've implemented a material system for your models then I'd suggest adding a field to differ between wood, metal, plaster. Then you could base the particle effects on the type of material the object which has been shot. In short, just copy the system HL2 uses. ;-)
March 02, 2007 05:00 AM
dgreen02
Yea, I think it's the high shadow z-bias that causes the cars to look like they're floating, I'm working on this. Plus the cars are actually floating like 0.001 above the road, it is slightly noticible...there are a few reasons for this, I'll work on it tho.

Also I will add different particle effects/sounds based on the type of object being shot...yes copying the HL2 system lol.

- Dan
March 02, 2007 08:48 AM
Swattkidd
Wow man that looks great and you are a true inspiration!!!! i loved watching those boxes get stacked up and then come to life!
March 02, 2007 09:25 PM
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