ivanmunguia / vdrift-ogre

Automatically exported from code.google.com/p/vdrift-ogre
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Objects (dynamic) #138

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Dynamic objects - barrels, boxes, canisters, signs, tire stocks, etc.
Can be hit with car and bounce around the scene in game.
Require bullet simulation and pos/rot updating in code.
Barrels and boxes models are on opengameart.

I want to use simple shapes only (box,sphere,cylinder,convex or few of them), 
so something like trees/collsions.xml is needed but better and more flexible.

Probably won't be in replays for a long time, is very problematic.
Could be fun for splitscreen.
In multiplayer won't be common, every player will have their own (might look 
funny if someone hits something from own set, and nobody will get it).

Original issue reported on code.google.com by Cry...@gmail.com on 9 Feb 2012 at 10:35

GoogleCodeExporter commented 9 years ago
I am eagerly looking forward to seeing the status of this changed to Fixed. :) 
This is what is missing from most open-source games regardless of genre, so a 
great place to really stand out.

Regarding networking, the physics engine is running for remote cars also, and 
velocities are taken into account (instead of just doing raw position updates 
from received networking data), so the dynamic objects should work reasonably 
well. There might be some inconsistencies between the peers, but I don't think 
it matters much, as you can't know what others are seeing any way, and the 
dynamic objects most likely don't have a central gameplay effect or big car 
simulation impact (e.g. colliding with a barrel at 80km/h will not be affecting 
the direction or even speed by much). Obviously needs testing though.

Regarding replays, is the physics engine running at all with replays? Because 
if it was, the dynamic objects could be done by simply letting the physics 
engine take care of them, by enabling collisions with the car. This is another 
place where running the physics engine is better than just trying to save every 
possibly variable each frame:  you get stuff "for free" (with possibly minor 
undeterministicities, but who cares as long as the car itself is replaying 
correctly).

Original comment by tapiovie...@gmail.com on 9 Feb 2012 at 11:55

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
It's going to be a long while (but not endless:)
Would be good if those objects had buoyancy. At start not, but eventually they 
need a simple box shape for it and use that code which cardynamics uses.
Also objects need hit sounds.
Maybe even own sparks ? (eg. barrel hitting wall or other barrel) this is also 
distant future, not that needed at start.

Original comment by Cry...@gmail.com on 12 Feb 2012 at 7:23

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
Loading .bullet files for objects works, need dynamic actors exported from 
Blender.
If there is no .bullet file then you get a btOgre trimesh for static stuff. For 
low poly meshes this is ok, for complcated stuff you should make a simpler mesh 
and export in .bullet.
Currently there is still a problem with offset for ogre/bullet nodes (dynamic).

Original comment by Cry...@gmail.com on 22 Apr 2012 at 3:21

GoogleCodeExporter commented 9 years ago
Editor now simulates dynamic objects (toggable by Ctrl-X). The point is to 
place them and then simulate a bit until they settle. Also helps when stacking.
Game creates them already deactivated (to not have (another) huge fps drop 
after track load).
Multi select move works, need to extend editor more.

We have now about 7 dynamic objects ready (3 are crates).
Need to have material variations too, some cfg file will be needed for objects 
to store info there.

Original comment by Cry...@gmail.com on 18 Aug 2012 at 6:58

GoogleCodeExporter commented 9 years ago
Many tracks now have objects.
Only look bad in replay (drive through), need to update blt car pos, it is 
created.
And game checkbox doesn't remove them.
Multiplayer should be ok (didn't test much though).
Still to do:
- fix in replays
- own hit sounds
- materials (color variations)
- export/make more object types
- buoyancy (big, low priority, leave for last)

Original comment by Cry...@gmail.com on 2 Sep 2012 at 3:31

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago

Original comment by Cry...@gmail.com on 2 Apr 2014 at 11:44