Author Topic: Real (Bullet) Physics in Quake 2 - Take Two!  (Read 33294 times)

Offline [BTF]Defiant!

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #15 on: March 31, 2011, 06:34:44 AM »

Would enjoy a sunday night splatterfest w/this.
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Offline The Happy Friar

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #16 on: March 31, 2011, 07:04:18 AM »
Oh... I've got a better question then my previous one:
Is this something portable, like a separate dll/so so it can be plugged in to any engine or is it locked to the engine you're working with?
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Offline Paril

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #17 on: March 31, 2011, 12:26:25 PM »
Is the collision bounding boxes still the same or did you switch to something better (collision mesh, etc)?



It uses Bullet physics. Therefore, I am using convex meshes. The engine supports special .phys.md2 that gets loaded if it is there (for special meshes).

It is a special engine. The changes are not drag-and-drop; I had to up the game logic to 30 FPS, and I also took initiative of making the game a lot more efficient on the netcode side. Biggest change is that the angles of physics objects are passed over by quaternions. Other than that, I optimized a lot of the netcode to use events and moved tons of stuff to the clientside (animations, etc).

Gator: No, movement code has not changed. This might become sort of a separate game on its own, so I'm thinking of adding crouch-jumping, but that's about it that I might change in the movement side.

-P
« Last Edit: March 31, 2011, 12:42:32 PM by Paril »
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Offline VaeVictis

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #18 on: March 31, 2011, 01:35:25 PM »
should take these sweet upgrades and get some community help (maps and textures) and build another game :) id probably have fun playing a single player campaign with something like that... or coop maybe :P wont replace tdm though for mp
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Offline Paril

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #19 on: March 31, 2011, 01:47:14 PM »
This was intended strictly for multiplayer. That's not to say OpenTDM can't be modified to incorporate these changes, however.

A second and third video are on their way.

-P
« Last Edit: March 31, 2011, 02:16:44 PM by Paril »
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Offline Paril

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Offline yahoo

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #21 on: April 01, 2011, 12:54:40 AM »
This was intended strictly for multiplayer. That's not to say OpenTDM can't be modified to incorporate these changes, however.

A second and third video are on their way.

-P

dude stop the tease.. please release it :P
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Offline Pr0c3550r

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #22 on: April 01, 2011, 01:12:44 AM »
This is the kind of work that will keep Quake 2 alive and well, and renew the enthusiasm of past players !!

Paril for President !
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Offline Paril

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #23 on: April 01, 2011, 11:13:48 AM »
Well as I said I've got a couple more things I want to do before I release it.

Most importantly, I want to move ragdolls to the client-side so that they aren't such a stress on the server.

Secondly, once I have client-side physics working, I'm thinking of adding a few extra tiny little touches to improve the experience, like replacing misc_banner with real cloth physics.

Besides that I have a few other things on the network side to clean up.

-P
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Offline Jay Dolan

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #24 on: April 01, 2011, 01:28:30 PM »
Does the current implementation treat each body segment as a separate Quake entity in order to transmit origin and angles for every body part?

Offline Paril

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #25 on: April 01, 2011, 01:54:02 PM »
Yes, hence why I want to move them to the client-side :)

Or at least make a special ragdoll entity type that lets me encode each body part as one entity and cull it from the chest. That seems more like a hack to me than anything though, and it wouldn't really improve the netcode a lot because the game still has to send at the most 7 shorts (three for origin, four for quaternion rotation) for each part. The other option is rather than sending the parts, send over the joint rotation data and calculate that on the client side, but my math experience is quite limited. Have a better idea?

-P
« Last Edit: April 01, 2011, 01:55:53 PM by Paril »
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Offline The Happy Friar

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #26 on: April 01, 2011, 07:34:53 PM »
Implement skeletons & add skeletons to the models for ragdoll use?
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Offline Paril

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #27 on: April 01, 2011, 07:40:43 PM »
Implement skeletons & add skeletons to the models for ragdoll use?

Wouldn't change much; I'd still need to send the data over to the client for where the bones need to be.

Also, no.

-P
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Offline The Happy Friar

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #28 on: April 02, 2011, 09:59:27 AM »
Then you wouldn't need to let the server waste time/bandwidth of the ragdoll data though, just say it's a ragdoll & the skeleton takes over.    If your changes still use the same poses as the stock md2 format you can have the client already know where the bones are based on the animation + frame at death.

Unless ragdolls can actually interact with gameplay ala Doom 3 (everything interacts with everything & you could, in theory, use a ragdoll to block incomming fire) & not just a client side FX.
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Offline Paril

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Re: Real (Bullet) Physics in Quake 2 - Take Two!
« Reply #29 on: April 02, 2011, 01:10:29 PM »
They are just ragdolls. As you can see in the video, it's on-the-fly.

Besides, the md2 doesn't have boneposes, I'd have to set all of that crap up. I'm not adding skeletons, they are just ragdolls. They can indeed block incoming fire the way it is, and you can push them around as you can see. If it was just running the death animation it wouldn't be a ragdoll :)

As a side-note, I did already implement client-side animations which means the server doesn't have to send "frames" over like they used to. It uses .anm files stored alongside the md2. This is pretty much what you're talking about, except it's used for everything else (running, walking, etc) and doesn't use skeletons, it's still vertal.

-P
« Last Edit: April 02, 2011, 01:13:24 PM by Paril »
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