Anyone heard of Gyro? It's a small physics engine for Quake in QuakeC. I know that there was another; more recent, physics engine by someone working on Nexuiz iirc. Anyone know what it was called? I remember there was a cool demo of it on youtube.
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Urre @ Inside3d.com 's Twig physics. Something about solid edges and wireframes and bouncing. Had a video of him knocking crates around and shooting them with rockets and they'd go every which way.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Gyro is used in RemakeQuake I think, and it seems to work quite well there.IT LIVES! http://directq.blogspot.com/
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I wish Urre would release some more info on it.
The readme still says "not useful for day to day player" or something to that effect.
Im not a coder of any sort, so its not really accessible to meespecially without
documentation.
But I managed to get something going with gryo with a bit of fanagling, its fun stuff
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In RemakeQuake, go to e1m4 or dm3 and try firing grenades, rockets or nails under water.
Try shooting a grenade and then placing a rocket near it. Watch what happens.
Blast someone with the double barrel shotgun. Watch them fly. Notice how that depends on weight - can't do that with a shambler.
Notice how you can rocket jump higher.
Notice how you can blast ogres into the lava and they will drown/burn.
Notice how sometimes, an ogre's grenade will deflect your rocket in midair.
See bodies flying when you detonate a nearby explobox.
Notice how monsters' weapons can push you back or stall you while jumping. One new map uses this in conjunction with traps, and it's quite mean.
Let's see if we can have floating crates and even floating pushables.
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Originally posted by gnounc View PostI wish Urre would release some more info on it.
The readme still says "not useful for day to day player" or something to that effect.
Im not a coder of any sort, so its not really accessible to meespecially without
documentation.
But I managed to get something going with gryo with a bit of fanagling, its fun stuff
Twig homepage:
TwigQuakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by golden_boy View PostIn RemakeQuake, go to e1m4 or dm3 and try firing grenades, rockets or nails under water.
Try shooting a grenade and then placing a rocket near it. Watch what happens.
Blast someone with the double barrel shotgun. Watch them fly. Notice how that depends on weight - can't do that with a shambler.
Notice how you can rocket jump higher.
Notice how you can blast ogres into the lava and they will drown/burn.
Notice how sometimes, an ogre's grenade will deflect your rocket in midair.
See bodies flying when you detonate a nearby explobox.
Notice how monsters' weapons can push you back or stall you while jumping. One new map uses this in conjunction with traps, and it's quite mean.
Let's see if we can have floating crates and even floating pushables.Gentoo Linux
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View topic - ODE implemented in Darkplaces • Alientrap.org
[ame=http://www.youtube.com/watch?v=175oH4Ft_Nw]YouTube - Nexuiz ODE test[/ame]
am I the last person to hear about this?
And is there any reason it cant be used in a standard quake mod?
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About ODE.
1. Right now it seems that your mod would be Darkplaces-only. Hence, it would be a DP mod - I understand a Quake mod to run under all major Quake engines.
2. All major Quake engines would have to support ODE, ie link to it and somehow provide an interface to mods... because mod authors would have to be able to determine the physical properties of objects, like you can with Gyro - set a mass, and so on. Someone would have to write QC for this. Someone would have to make an example mod (not Nexuiz). Lots of work - and we can't even agree on a network protocol atm. Somehow this seems unlikely. Also, what would you want to do with this? It looks cool in a vid when crates tumble around, but would this really be useful in a typical game of Quake? Anything that you can't do with Gyro? Because Gyro is, you know, pretty easy to use for modders. DOOM3 had tumbling crates, but were they ever useful for anything besides "oh cool, I can do this"?
3. One of these forum posts said that there was no collision checking against the player somehow (no standing on physics objects). That would suck.
These are just some points off the top of my head. I'm not an engine coder, but I just doubt this is going to happen within the next couple years. It would be easier if there was just one Quake engine.
It might eventually happen, I don't think it's impossible at all, but a couple people would have to work together in a disciplined manner. And there are more important things atm, such as Quake Standard Base.
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