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Lyrical
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« on: May 02, 2008, 09:46:54 AM » |
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ionGFX are proud to announce that the Physics Character Controller module is now ready for purchase, Here is a demo application for you to run and see what the controller is capable of. please take a look and Enjoy. ionGFX Physics Character Controller DemoKeys Mouse Look W,A,S,D - Move/Straff Q,E - Lean Left.Right Left Shift - Run C - Crouch Space - Jump 1,2 - Enable/Disable Simple Head Bob Feel free to rome around and move the crate about, If you want a challenge try getting the crate into the small crawl space in the corridor, It can be done. This controller is designed with the TVPhysics completly therefore it is subject to additional forces like moving object hitting you and friction of PhysicsMaterials. There is a rich set of properties to enable/disable most of the features and setting parameters for the jump heights ect... here is the pricing $50.00 - Single Developer PC $150.00 - Full Commercial Runtime Please contact me via this post or by PM and email on Lyrical98@hotmail.comHope you enjoy this brief look at the controller ionGFX Team www.ionGFX.com
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« Last Edit: May 02, 2008, 03:52:47 PM by Lyrical »
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Raul
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« Reply #1 on: May 02, 2008, 10:01:48 AM » |
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what means $50.00 - Single Developer PC ?? one PC or one project? 
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Lyrical
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« Reply #2 on: May 02, 2008, 10:38:28 AM » |
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Hi Raul, This means you can develop and use the Controller on your PC. There is no limit to the number of Projects you can use the Physics Character Controller on all your products. for the 1 price.
Full runtime requires a second passworded file that links to your ionGFX license this will be provided once you need to demonstrate your program in a demo. These runtime files have to be created with a different license file. A copy of the projects exe file will also be required to create a runtime for your project. This method is currently under going improvements to streamline the runtime protection of your software as well as the ionGFX_PCC module.
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324
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« Reply #3 on: May 02, 2008, 12:32:11 PM » |
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I think that this module is very expensive. TrueVision3D costs 150$! I don't want to be mean but the price is very high.
If you search the forums of The Newton engine, you will find some code for making this controller, if the cost was 20-30$ for the full release version, it would be great. It would save some time making from making it and the cost would be fair.
Most of us, are indies. If you have watched Eagleeye's GUI, is now cheaper than it was from the start of its release and it is more time consuming project than a just physics character controller.
Sorry for the hard words, but this is my opinion.
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Lyrical
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« Reply #4 on: May 02, 2008, 12:59:04 PM » |
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Hi 324,
Thank you for the honesty this will be re-evaluated based on comments such as yours, As you can appreciate it is hard to find the right price for the time and efforts we put into the creation of modules like the Physics Character Controller.
I will keep you informed.
Thank you
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #5 on: May 02, 2008, 01:21:59 PM » |
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The price/fee should be adjusted based on demand as with any other product in the world. However, we will not price our products based on our efforts. Our prices are based on the value added pricing model. The value added to the developer exceeds the effort involved in its creation. Either way, the market will determine the final price. Thanks for the input. 
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Raul
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« Reply #6 on: May 02, 2008, 02:10:05 PM » |
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well, i come again  i am sorry but my English is not very good (as you all must notice that until now) so if i want to use your DLL in order to make projects (commercial or not) and to distribute them what i must pay ??  of course i assume that you will provide help with implementation right? i use VB .NET 2005 version 
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #7 on: May 02, 2008, 02:21:20 PM » |
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Hi Raul, We have documentation and samples ready for VB.NET 2005. We will help you get collision and movement in your project in under 5 minutes. The price was set to be in line with TV3D pricing. Please allow Lyrical to address the final price for you. Regards, 
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Raul
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« Reply #8 on: May 02, 2008, 02:48:30 PM » |
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This are good news. Well in this case after the final price is shown i think we will discuss about buying procedure in mails or PM
Have a nice day
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Lyrical
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« Reply #9 on: May 02, 2008, 03:51:32 PM » |
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here is the re-structured pricing for the Physics Character Controller $25.00 - Single Developer PC $125.00 - Full Commercial Runtime download the demo application for you to run and see what the controller is capable of. please take a look and Enjoy. ionGFX Physics Character Controller DemoKeys Mouse Look W,A,S,D - Move/Straff Q,E - Lean Left.Right Left Shift - Run C - Crouch Space - Jump 1,2 - Enable/Disable Simple Head Bob Feel free to rome around and move the crate about, If you want a challenge try getting the crate into the small crawl space in the corridor, It can be done. This controller is designed with the TVPhysics completly therefore it is subject to additional forces like moving object hitting you and friction of PhysicsMaterials. There is a rich set of properties to enable/disable most of the features and setting parameters for the jump heights ect... Please contact me via this post or by PM and email on Lyrical98@hotmail.comHope you enjoy this brief look at the controller ionGFX Team www.ionGFX.com
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« Last Edit: May 02, 2008, 03:54:00 PM by Lyrical »
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newborn
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« Reply #10 on: May 03, 2008, 07:49:48 AM » |
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Good job overall guys! Congrats!
I have some issues and I would like to know if its because of my grand'ma slow computer:
1) When I walk into something and keep walking, I get bounced back.. is this normal?
2) If I keep walking in it, at some point, I simply get ejected from the position, fly across the room and go hit the wall behind me.
3) When climbing up the stairs, if I touch a wall, I often get stuck. But this only happens when I go up, not down.
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Lyrical
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« Reply #11 on: May 03, 2008, 08:23:00 AM » |
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Thanks Newborn,
Alot of time and effort has gone into this as you can imagine, here are some answers to your questions.
1) I believe the nockback is due to the Newton engine pushing the controller out of the object you are walking into. I believe you would be waliking into the crates or the tables. this is expected as you are applying a force to move forward and the table/crate pushes you back, Newton allows the objects to penatrate each other before the push back is done this is what is happending, I do have a racast checking for such an event i guess i need to just make the ray slightly longer to detect this better.
2) I think Answer 1 also covers this and Newton just pushes a little to hard, If you build a quick scene with a wall and place a box slightly inside the wall you will see the same effects. I would like to know why you can penatrate walls and other static object.
3) This is down to raw physic i feel when climbing up wall you are essentially i presume at 45 degrees to the step and the wall, the physics moveing forward has to both push the controller forward and upward and slide on a wall physicsmaterial and this is too much for the force i've set for the movement of the controller naturally this can be changed, I will se what i can do to make the demo allow this. i fear that making this change will effect other areas of the demo i will try.
I don't want to be blaming Newton for everything but from the debug testing i've done not just with the controller you can create the wall and box scenario and it does penatrate which give me problems in the controller also.
The controller is subject to all physics interactions so some amount of adjustments are required but i will help anyone who has an question about this.
Please keep you comment and queries coming they are very interesting and will aid me for the next release.
Thanks Newborn
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pizzayoyo
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« Reply #12 on: May 03, 2008, 11:17:33 AM » |
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This is a really nice character controller! It didn't take long to implement into my project, and the results are a lot better than what I had done myself. Great work.
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #13 on: May 03, 2008, 01:41:29 PM » |
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@pizzayoya: Thanks for the warm comments.  @all: Our intent was to create a module that made it easy for beginners to start using TV3D. We never expected for the programming elite of these forums to buy it and use it, but we're very grateful that you are. However, People need to know that our intended market is for beginners. I downloaded and tested TV3D 6 times over 3 years and quit after an hour each time because I couldn't get simple movement with collision. Where there is one, there are many. I am positive that thousands of people every year download the 6.5 SDK, open it up, look at it for 5 minutes and delete it from their hard-drive because it's too difficult for their skill level. Now, absolute beginners to coding and to TV3D can get started quickly with TV3D and in minutes be running around their levels with full physics and collisions. If used for nothing more than testing, the time it takes for prototyping the game code is reduced from weeks and months to mere minutes. The cost of the DLL is swamped by its added value to the beginning TV3D developer. The time saved is worth every cent.
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« Last Edit: May 03, 2008, 02:33:01 PM by DarkFact »
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pizzayoyo
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« Reply #14 on: May 03, 2008, 02:30:03 PM » |
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I think it's usefull even for non-beginners, at least for prototyping as you said. There are very few, if any, working examples to show how to create a good physics PCC with Newton. Although I will eventually write my own that fits my needs exactly, using this for now saves me a lot of time.
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CSharpDavid
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« Reply #15 on: May 03, 2008, 02:43:42 PM » |
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hi , quick question , would it be possible to use this to control a character that you can see, 3rd person i quess. what physics bodies do you use to deifine the players shape ?
Thx David
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David
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #16 on: May 03, 2008, 02:45:36 PM » |
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The controller mesh is an ellipsoid. I'll let Lyrical address your other question as that's his arena. 
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Lyrical
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« Reply #17 on: May 03, 2008, 03:47:21 PM » |
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Hi all,
First thank you pizzayoyo for your kind words this has made creating the Physics Character Controller worth ever minute of development time.
CSharpDavid - To answer the first part of your question about third person, the PCC controller is currently designed to work with First Person only, however, making the changes to add a 3rd person perspective maybe possible in a furture releases.
The PCC project is not just a one time build, i intend to add further features as time goes on. i am currently doing several important tasks for the ionGFX team but the development of the updates are firmly being noted for the next upgrade. I have already received several update requests for the next version of the controller.
This is like DarkFact stated intended for beginner to intermediate skill levels and will make character movements in physics very easy to achieve and in a relativly short period of time (minutes). as pizzayoyo has already experienced.
Please feel free to keep your comments coming this is very interesting and i welcome all comments about this product.
Thank you and happy coding
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serial
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« Reply #18 on: May 19, 2008, 12:35:58 AM » |
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I know this thread is old but I just noticed some odd behavior.
When you crouch your camera stays focused on the same point.
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Raul
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« Reply #19 on: May 19, 2008, 01:15:42 AM » |
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Lyrical i send you an email 
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