More ODEScript Goodies
by Gary "ChunkyKs" Briggs · 04/25/2007 (3:54 pm) · 7 comments
Video!
Terrible image!

What you're looking at there is a few of the presets I've been putting together. They're just scripted ODE stuff, a little richer than individual balls and the like. The ragdoll models [joints /et al/] are based on the ragdoll model in Bram Stolk's Crashtest, but modified somewhat. I had to rewrite ODEScript's join parameter code, since it turned out to, you know, not actually work.
The music is from a coworker of mine. His band is called Two Headed Puppy. Another independant musician trying to make his way. Check out his website!
The cubes are gimmicked so their collision detail is actually a little bit smaller than the visible detail, which is why the crossbow bolts sometimes go through the boxes. On the upside, it lets the bodies overlap somewhat so the joints aren't completely rigid.
Another little trick I've added in this movie is the ability for an ODE body to always update from the torque shape. The final little clip in that video is a tdBody always updating from Kork, with a bunch of normal tdBodies connected to it.
Not sure what more I can say, really. Just showing off my toys :-)
Gary (-;
Terrible image!

What you're looking at there is a few of the presets I've been putting together. They're just scripted ODE stuff, a little richer than individual balls and the like. The ragdoll models [joints /et al/] are based on the ragdoll model in Bram Stolk's Crashtest, but modified somewhat. I had to rewrite ODEScript's join parameter code, since it turned out to, you know, not actually work.
The music is from a coworker of mine. His band is called Two Headed Puppy. Another independant musician trying to make his way. Check out his website!
The cubes are gimmicked so their collision detail is actually a little bit smaller than the visible detail, which is why the crossbow bolts sometimes go through the boxes. On the upside, it lets the bodies overlap somewhat so the joints aren't completely rigid.
Another little trick I've added in this movie is the ability for an ODE body to always update from the torque shape. The final little clip in that video is a tdBody always updating from Kork, with a bunch of normal tdBodies connected to it.
Not sure what more I can say, really. Just showing off my toys :-)
Gary (-;
About the author
Recent Blogs
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#2
04/25/2007 (4:38 pm)
Cool, outstanding work.
#3
04/25/2007 (6:16 pm)
thats just wicked ... ;)
#4
04/26/2007 (4:48 am)
Real rag doll would be some knida awsome content pack :)
#5
04/26/2007 (8:07 am)
Can the ODE simulation speed be adjusted? Everything seems to be running in slow motion.
#6
The more you speed up the simulation, the imperfections in my prediction code become obvious. I'm working on real clientside prediction [again], which will [hopefully] mitigate these problems once and for all [hopefully better than my last three attempts at it]
Gary (-;
04/26/2007 (10:26 am)
Yeah, many changes can be made to speed up the whole simulation. I have damping set fairly high, and gravity set fairly low.The more you speed up the simulation, the imperfections in my prediction code become obvious. I'm working on real clientside prediction [again], which will [hopefully] mitigate these problems once and for all [hopefully better than my last three attempts at it]
Gary (-;
#7
Gary (-;
04/26/2007 (10:28 am)
@Ando: If all you want is ragdolls, check out Chris Calef's Ragdoll Pack. I'm only using ragdolls in my demo because they're a quick easy way to look at joint constraints.Gary (-;
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