rwengine / openrw

OpenRW "Open ReWrite" is an un-official open source recreation of the classic Grand Theft Auto III game executable
http://openrw.org
GNU General Public License v3.0
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What we are doing with physics? #416

Open ghost opened 6 years ago

ghost commented 6 years ago

Actually work of suspension is broken. There's also problem of sinking objects. I've been trying to fix it by modifying properties, Motion Clamping, setting bigger (and smaller) margin for collision solver. None of them has given transactional result. There was idea on irc to reverse engineer physic engine - big task and it makes all affords connected with physics wasted. So I want to ask what's our path?

If we want use bullet, we should kindly ask on bullet's forum someone to verify ours models loader and settings of objects. (I have one extra copy of gta from humblebundle) Ref:

310 #76

ghost commented 6 years ago

Can someone check this? Shouldn't be here btConvexHullShape or btGImpactMeshShapes instead? (for dynamics) https://github.com/rwengine/openrw/blob/5bf92e5a0b8fe290d06e809e71919b0d5e91eca8/rwengine/src/dynamics/CollisionInstance.cpp#L115

obraz

Lihis commented 6 years ago

If I recall correctly @danhedron said around October 2017 in irc that for character physics the target is to replace bullet with something else (reverse engineer the physics engine?) but I don't remember what else he said.

@danhedron could you give your statement of what we're going to do with the physics?

EDIT: got response at irc: "I'd love to get the physics exactly as they were"