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PostPosted: Fri Aug 01, 2008 6:45 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
Hello,

this is my first post here. Bullet is great software!

Please kindly look at the first snapshot of my application. It is in development.
Vehicle and CharacterController (Press F5) are used. Look for short instructions and
download link.

http://code.google.com/p/game-ws


Thank you. Feedback is welcome..

Regards,

Mihail


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PostPosted: Fri Aug 01, 2008 10:44 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
Here is the screenshot how it currently does look like. The quad in the corner is FBO mirror. The cubemap is for testing now. The car model and character are temporary for testing too.


Last edited by mi076 on Sun Oct 12, 2008 7:46 am, edited 1 time in total.

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PostPosted: Tue Sep 23, 2008 11:15 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
Hello,
i've put new update. It is done with 2.72-alpha and uses
soft bodies and clamped ccd motion feature. Please kindly let me know
if you have problems with it.

F1 : fly mode, click RMB to shoot spheres ("clamped ccd")
F2 : view from inside of the vehicle
F3 : rear vehicle view
F4 : rear vehicle view with interpolation (test)
F5 : character mode (add character with F11 first)
F6 : show/hide FPS
F7 : show/hide information
F8 : toggle debug draw mode (press 1,2,3 to show more/less)
F9 : toggle mirror (in vehicle camera modes)
F10 : toggle CEGUI gui (currently disabled)
F11 : Add/remove dynamic character
F12 : Restart level
Thank you very much for looking at it and testing.

BTW. I am running sometimes in strange issues in "softworld" configuration (looks like stack problems). I'll check it again and write separate about it.


Last edited by mi076 on Sun Oct 12, 2008 8:53 am, edited 2 times in total.

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PostPosted: Tue Sep 23, 2008 11:18 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
screens of normal and debug mode


Last edited by mi076 on Tue Mar 24, 2009 2:41 am, edited 2 times in total.

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PostPosted: Wed Sep 24, 2008 3:20 pm 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
source (build gcc 4.1, Visual Studio 2008) is available for download, all dependencies for win32 VisualStudio 2008 build are included.
Don't see any problems just now - build with newest rev. 1336, debug with all possible checks runs without problems.


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PostPosted: Sun Oct 12, 2008 7:53 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
Written CreatePatch modification with UV calculation. Look latest binary download.
(RMB to shoot sphere).


Attachments:
s0.jpg
s0.jpg [ 78.58 KiB | Viewed 4974 times ]
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PostPosted: Mon Oct 13, 2008 7:46 am 
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Joined: Fri Sep 19, 2008 6:08 pm
Posts: 107
Hi

Apparently its very slow in my computer.

DirectX Geforce 8800 GT on WinXP.

I got a 0.5 Fps.

Also, did you use a btBvhTriangleMeshShape for the level? My character controller seems to get stuck and does not slide according to the kinematic character controller example.

Let me know if you need any other details.


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PostPosted: Mon Oct 13, 2008 9:31 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
Thank you for looking into it. I have not seen the app so slow. I have 150-250 fps on WinXP and Linux with single core P4 3000Hz, 1GB RAM and GF 6800 Ultra. I have tested it on another PC with older P4 PC / 512 GB RAM with cheap ATI Card - about 75 fps in minimal configuration (withou FBOs, shadow, etc.). I shall compile binary with min graphics to test and give a link today. Is it slow in debug mode (press F8) too?


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PostPosted: Mon Oct 13, 2008 9:58 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
> Also, did you use a btBvhTriangleMeshShape for the level? My character controller seems to > get stuck and does not slide according to the kinematic character controller example.

there is static plane now, but it is possible to switch to heightfield or bvh mesh. Have not had
problems with bvh mesh ground, but there is dynamic character controller from examples, very simple test, so don't know exactly about kinematic, have tried it but it didn't respond to dynamic object in that version. As far as i remember had no problem with sliding. I'll check
kinematic again.


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PostPosted: Mon Oct 13, 2008 10:29 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
> Apparently its very slow in my computer.

Could you kindly check?
http://game-ws.googlecode.com/files/gws ... n_r340.zip
No FBOs and shaders, run on my PC at 700-800 FPS. It runs also on Linux
with Wine - cd into folder, "wine game.exe".

Thank you very much.


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PostPosted: Mon Oct 13, 2008 3:52 pm 
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Joined: Fri Sep 19, 2008 6:08 pm
Posts: 107
works perfect now! running at 1200+ fps on application start. I have a quad 2.4 cpu. Putting it in debug mode cuts the fps by 75%.

Pretty nice demo. your skeleton is funny. I guess what's missing on your demo is the rag doll physics for your character and maybe a deformable mesh.

Feel free to upload other builds for me to test on so we can eliminate which part brings my machine to its knees.


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 Post subject: lamp
PostPosted: Tue Mar 24, 2009 2:36 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
Hello,


http://game-ws.googlecode.com/

Take lamp_rXXX.7z.exe (selfextracting archive).

Actually runs only on NVIDIA hardware, GF 6800 or better (VP40/FP40 shader profiles).
Runs on GF 6800 Ultra (AGP 8x, 256 MB VRAM) and 3 GHz Northwood (HT) at about 100 FPS.



Controls:

Hit ESC to toggle GUI mode or release mouse.

Views
* F1 : camera : FREE mode
* F5 : camera : CHARACTER MODE
Default mode is character.

Character control
* LMB click to shoot sphere
* A, S, D, W to move. Move mouse to turn and look up/down.

Free mode ( camera: F1)
* LMB click to shoot sphere
* W, S to move forward/backward. Move mouse to turn.


Attachments:
screen0.jpg
screen0.jpg [ 39.92 KiB | Viewed 3831 times ]
info.jpg
info.jpg [ 62.52 KiB | Viewed 3827 times ]


Last edited by mi076 on Wed Apr 08, 2009 12:24 am, edited 2 times in total.
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PostPosted: Tue Mar 31, 2009 2:33 pm 
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Joined: Tue Dec 09, 2008 10:12 am
Posts: 47
I have a question.

What you do for the camera to make collision between it and the other bodies.

For me the camera pass on the walls. But you, No.

Thanks.


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PostPosted: Thu Apr 02, 2009 1:55 am 
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Joined: Fri Aug 01, 2008 6:36 am
Posts: 144
Location: Bonn, Germany
Quote:
What you do for the camera to make collision between it and the other bodies.


Hello,

It is btKinematicCharacterController.
Thank you for looking at the demo.


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