TheGameCreators / AGK-Studio

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Feature Requests: Car/boat/plane physics and more suggestions.. #180

Open Rick-Nasher opened 5 years ago

Rick-Nasher commented 5 years ago

Hi guys,

I know you have a lot on your hands already right now, but hopefully you'll take notice here.

We really need more extended physics.

I know it's been said before, but, this is a request that keeps coming back in the forums.

It's just a necessity if you want to stay even a little competitive with any other engines.

There is a reason why other engines include this in their software:

It will skyrocket new exiting developments and also makes great advertisement for the AppGameKit product line capabilities. Also I've done a very brief count and quickly went over 30+ interested people in this stuff. And that's just the current regular user base who are posting regularly.

Just take a look at the load of interest blink0k's and Fubarpk's car-physics attempt generated on the AGK-forum. And then bare in mind this was only for cars. What if we could have boats, planes and rockets going on, besides the character controller and other already included stuff?

If you just take a look at this latest thread for instance: Car/boat/plane etc physics Request Discussion

The Engine:

The currently used Bullet Physics Engine is one of the best in the world and is even being used by Boston Dynamics to make our well known robotic little friend Atlas do all it's tricks.

It's also OpenSource and has plenty C++ examples readily available, just a matter of converting it to Tier1 commands if you ask me: https://github.com/bulletphysics/bullet3/tree/master/examples

And here's the wiki: https://en.wikipedia.org/wiki/Bullet_(software) Also available for python: https://pybullet.org/Bullet/BulletFull/files.html And an interesting read: https://pybullet.org/wordpress/

The Competition:

However, I've found that Unreal Engine 4 and Unity are apparently both using the PhysX engine. e.g: https://docs.unrealengine.com/en-us/Engine/Physics

And is also pretty impressive what they do with it. I've previously used it in Blitz3d for which some Russians created a wrapper, which worked pretty well also.

Bottom line:

However it's up to you guys, whatever suits you best, is quickest and easiest to implement. But please do not ignore this, for we now have a half finished 3D physics system, which isn't in anyone's benefit, is bad advertisement and I want you guys to succeed for AGK's my favorite dev tool(and I'm not the only one feeling that way).

Other things currently missing in the 3D engine commands:

Also nice to have:

Hope this contributes in a positive way to your product. Keep up the good work.

Kind regards,

Rick Nasher

fubarpk commented 5 years ago

The physics is the main thing ide like to see "stab in the dark software" already demonstrated how this could be achieved https://forum.thegamecreators.com/thread/216651 its a pity he never took it further and made a plug in out of it. but maybe tgc could work with "stab in the dark software" to produce the physics part

Rick-Nasher commented 5 years ago

Yeah, think that really caused a setback in development on the physics and thus 3D side. However Stab said a DLL is not possible for AppGameKit would need to open up some stuff for that to be made possible, which they don't/won't. Apparently needs to be part of it internally, probably for otherwise won't be possible to do cross-platform?

Rick-Nasher commented 5 years ago

An open add-on option + online store would perhaps be a good idea too.