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Lyrical
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« Reply #20 on: April 06, 2008, 03:38:55 PM » |
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Thanks Waterman,
Thanks for the code snipit, i currently have a way to do this but i will try your suggestion anyway just incase, I'm always willing to try other suggestions. I can currently adjust the controller settings to closly match slower FPS but like you said Waterman this can make some of the forces go a bit funny and not give the correct look. These settings will be adjusted accordingly and maybe even made public properties so you can adjust them to your own preferences.
Thanks for the input.
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GD
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« Reply #21 on: April 07, 2008, 03:50:50 AM » |
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Very nice project! Nice features. Keep it up.
My math recipe for stability is SimulateFixedStep, with logarithm dependent dT (if dT>maxdT).
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Lyrical
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« Reply #22 on: April 08, 2008, 10:58:16 AM » |
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We have just added extra features for the jumping code which makes jumping slightly more predictable.
You can now choose how you wish the jump to perform you can use a timed based jump or a physics detection of the surface you are on.
With the timed based jump you can set the length of time before the next jump, should the controller bein mid air when this timer elapses then you will be able to jump the next time you land on a surface,
Should you land on a surface before the timer elapses then you will have to wait.
By disabling this feature your controller is free to jump any distance and when the controller comes to be on a surface you are free to jump again.
This is just a small update but it was one of the features thatwas slowing us from completing the first release of the Physics based character controller.
More soon....
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JukkaKevät
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« Reply #23 on: April 08, 2008, 12:50:41 PM » |
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Can the transition from standing to crouching be smoothed with linear interpolation or such? Now it seems to be on/off.
Also can users easily add new states to the controller like laying down (for dying or tactical shooters)?
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vsleepy
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« Reply #24 on: April 14, 2008, 02:09:22 AM » |
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how do you handle things like ladders, where a physics implementation would be difficult? I guess the controller can be 'switched off' for these types of instances?
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Lyrical
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« Reply #25 on: April 14, 2008, 04:00:16 AM » |
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Yes switching off the physics controller when you are on aladder would probably be the best solution, however, we havn't tackled that scenario so far. It is however something i have considered. If There is a different way to solving this then i will find it.
I am open to suggestions.
I am currently looking into smoothing the transision between standing and crouching as well as a smoother lean.
Please keep your comment/suggestion/concerns voiced as i would like to hear them.
Thanks
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Duckstab
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« Reply #26 on: April 15, 2008, 12:06:12 PM » |
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You could always create a temp Sliding joint and force the character up/down Destroying the Joint when min or max have been reached then applying a +/- force to move away from the ladder
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Lyrical
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« Reply #27 on: April 16, 2008, 07:01:47 PM » |
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Hey this ain't a bad idea, there would need to be some sort of additional function to say climb ladder that would initialise this process of climbing, then you could pass the height of the ladders to this function.
great idea thanks, when i get to updating the controller i will take a look at this theory further.
I did have a thought of using our new trigger system combined with the controller that would switch the movement of the controller over to a secondary movement routine that was designed to move up ladders or at least give that impression.
These are just theories for now but good theories.
Appreciate the contribution.
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Rynus_Rein
Community Member

Posts: 1010
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« Reply #28 on: April 17, 2008, 12:07:33 PM » |
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nice job, the movement looks really slick. Too bad it's licensed 
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Rynus Rein Current Project: MapX Live, Society3D
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JukkaKevät
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« Reply #29 on: April 17, 2008, 01:54:18 PM » |
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Most probably the true test of fire to this library will be walking on debris and getting pinned under n+ heavy objects 
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TroM
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« Reply #30 on: April 17, 2008, 08:37:17 PM » |
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Will the character move if standing on a moving platform ?
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Lyrical
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« Reply #31 on: April 18, 2008, 04:00:44 AM » |
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hi TroM,
YES, all physics interaction will effect the controller including getting hit by other moving object.
If there is a fast spinning platform you will spin off or if there is a rotating door the door will push you round out of its way, providing there is sufficiant force to do so.
The character controller is constantly being improved and will continue after first release.
JukkaKevät: Yes there is a Potential posability that a large heavy object will infact get the controller stuck or even push the controller through the floor itself, we are aware of this however, I think this is Newton specific and something out of our control. I will do some tests and let you know some results.
The character controller itself is quite a solid object with a descent amount of mass to help with this scenario, the main thing is to not drop anything too heavy onto the controller untill we/newton find a solution, if there is one.
Keep your comments and concern posted there are very interesting and will aid further development of this product
Thank you
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DarkFact
Community Member

Posts: 183
3dsMax Artist
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« Reply #32 on: April 18, 2008, 11:27:08 AM » |
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If a mass is heavy enough to "kill" the PCC, then it's heavy enough to kill your player right? That's realism. 
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Lyrical
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« Reply #33 on: April 18, 2008, 07:22:11 PM » |
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Yup thats one way to look at it...
Sweet.
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kfrench16
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« Reply #34 on: July 08, 2008, 09:19:13 PM » |
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Has this made available yet?
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I tried snorting Coke....but the damn, icecubes kept getting in the way!
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Lyrical
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« Reply #35 on: July 09, 2008, 10:23:45 AM » |
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Hi kfrench16,
Yes i've sent you an email with the information and the link to the demo so you can have a look.
I have added my email so you can reply directly with any questions
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Taneas
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« Reply #36 on: July 23, 2008, 10:32:19 AM » |
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Hey just wondering if this has been released yet.
I am changing the movement system in our game and was interested in possibly using this.
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Lyrical
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« Reply #37 on: July 24, 2008, 03:22:36 PM » |
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Hi Taneas, yes this is in full release take a look at the demo here MOUT_PCCAnd a further demo here 10MB WMV VideoIf you are interested ilet me know by PM and i will send you further details New updates to this Character Controller are still being made please allow a little time for the videos to play as they are quite large Thanks for the interest
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« Last Edit: August 02, 2008, 07:53:30 PM by Lyrical »
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Lyrical
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« Reply #38 on: August 02, 2008, 07:59:24 PM » |
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Just a quick update,
I've just completed the 3rd person controller update, this now allows you to use the Phyiscs Character Controller as FPS and 3rd Person. The new demo will be out very shortly
The new controller will also have a few new features and i've also released the camera controll back to you. Currently the camera object needed to be passed to the controller and from then on the camera made the FPS, this was to be a problem when users were wishing to make there own camera movements. Now you can.
I'm just updating a simple demo to show the 3rd person/FPS camera and Controller setup as well as a full update with the documentation.
I'm wanting also to create a small video but don't know which is best to use.
I will update you all again soon
Cheers
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Ywa*NL
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Posts: 15
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« Reply #39 on: October 21, 2008, 05:16:03 AM » |
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Is still being worked on? Because the latest update is from August. I'm very interested in this.
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