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Physics Overhaul - Video
Physics Overhaul - Video
| Name: | Prairie Games | ![]() |
|---|---|---|
| Date Posted: | Jan 04, 2008 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Prairie Games |
Blog post
I've been busy overhauling the physics this last week. After some review, I decided to go with ODE for the core physics technology. It is robust, stable, performs well, and has a nice license. I also used the really great ODE wrapper in the Nebula Device 3. Of course, stuffing it into a Python module first.
I put together a quick video of the physics. It's been considerable work to get Player/Atlas/Interior/Trees all jiving with this stuff. We now have a unified collision/dynamics model which I think pretty much rocks. It is really nice to have robust physics on polygon soups... and the other stuff featured in the video.
Check out the video: http://www.prairiegames.com/mojophysics.wmv

- Josh Engebretson
www.prairiegames.com
I put together a quick video of the physics. It's been considerable work to get Player/Atlas/Interior/Trees all jiving with this stuff. We now have a unified collision/dynamics model which I think pretty much rocks. It is really nice to have robust physics on polygon soups... and the other stuff featured in the video.
Check out the video: http://www.prairiegames.com/mojophysics.wmv

- Josh Engebretson
www.prairiegames.com
Recent Blog Posts
| List: | 03/29/08 - TGEA 1.7 Build System and Embedded Python 03/14/08 - MegaTerrains - TGEA Update 01/18/08 - Minions of Mirth: Undead Wars Expansion 01/04/08 - Physics Overhaul - Video 12/26/07 - Web Integration - Video 12/21/07 - New MMO Client - Trees - Day/Night Video 12/18/07 - Minions of Mirth - 1.26 - Holiday Edition! 11/28/07 - TGB/TGEA integration first pass |
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Submit your own resources!| ando (Jan 04, 2008 at 01:50 GMT) |
Edited on Jan 04, 2008 01:51 GMT
| Orion Elenzil (Jan 04, 2008 at 02:18 GMT) |
| Mike Rowley (Jan 04, 2008 at 03:22 GMT) |
| Chris \"C2\" Byars (Jan 04, 2008 at 03:26 GMT) |

| Joshua Dallman (Jan 04, 2008 at 03:35 GMT) |
| Donald \"Yadot\" Harris (Jan 04, 2008 at 03:48 GMT) |
One question though how will you impliment this into the game. Oblivion which I love had a neat physics engine... but you never really need it. It provided some cool traps but that was abuot it. How are you guys planning on using this in an RPG?
| Chris \"C2\" Byars (Jan 04, 2008 at 04:15 GMT) |
| Tim Heldna (Jan 04, 2008 at 05:41 GMT) |
Great video! The only thing that killed it for me was the fact that the player shadow isn't being cast onto physics enabled objects. I think the mass on the wooden boxes at the start of the video may be a little too low, they seemed kind of 'floaty'.
I'm a little confused as to what aspects of TGEA you're actually using? You seem to be using Ogre for rendering/mesh loading, Python for scripting and obviously ODE for physics/collision detection. So where does TGEA come into things? Audio, GUI, networking?
Have you seen the NeoAxis Engine? It's built on top of Ogre and is progressing along quite nicely, although there is more work that needs to be done. Still worth a look however.
| Arcanor (Jan 04, 2008 at 08:38 GMT) |
@Josh: Looks great! I look forward to seeing more of your Torque/Ogre hybrid stuff! I'm very excited about your recent Ogre (and etc.) integration progress.
| Adrian Boeing (Jan 04, 2008 at 14:37 GMT) |
Edited on Jan 04, 2008 14:38 GMT
| Brian Kirchgessner (Jan 04, 2008 at 16:27 GMT) |
| T Squared (Thanhda Tie) (Jan 04, 2008 at 17:14 GMT) |
| Pat Wilson (Jan 04, 2008 at 18:53 GMT) |
| Rubes (Jan 04, 2008 at 19:51 GMT) |
| Prairie Games (Jan 04, 2008 at 19:59 GMT) |
Mojo is the working name for the technology we're developing for our next game. It is a pretty different critter to stock TGE/TGEA. A resource/package for stock TGE/TGEA would be nigh impossible.
@Rubes: 2 words - Lara Engebretson ... our rocking community development group helps a lot too!
-JE
| Gary "ChunkyKs" Briggs (Jan 04, 2008 at 23:00 GMT) |
1) Buoyancy. Have you got it working where a single body will always float the same way up? Or do you implement that as multiple bodies joined with a fixed joint? I'd love to see what your ragdolls look like when you throw them into the water :-)
2) How do you get it working with such low lag? Is it mostly running on the client? Do you have client prediction working? Looking at the ragdolls, if you're sending those across the network, are you effectively sending islands of connected bodies as single updates?
3) Are your ragdolls currently implemented as a bunch of separate shapes in-game, or is that a real model /a la/ blue guy? If you're implementing them as real models like blue guy, have you found an easy way to make the model turn into a physics-managed [as opposed to game-dsq-managed] model and back, on the fly?
That looks fantastic. Great job.
Gary (-;
| Gareth Fouche (Jan 05, 2008 at 10:32 GMT) |
| William Todd Scott (Jan 06, 2008 at 02:28 GMT) |
Really nice work.
I was curious as to what networking strategy you guys are using for the physics environment, in particular, for the control object? I integrated Ageia into the engine and am in the process of pulling out Torque's networking in order to play around with a peer-to-peer setup.
Thanks
Todd
| H.W. Kim (Jan 06, 2008 at 12:59 GMT) |
I agree that Nebula's ODE wrapper is cool. :-)
@Todd:
How about the result of the way you've implemented - Ageia with peer to peer setup?
| Vashner (Jan 06, 2008 at 14:31 GMT) Resource Rating: 5 |
| Stephan Goebels (Jan 13, 2008 at 16:46 GMT) Resource Rating: 5 |
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