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Author Topic: A physics engine like no other  (Read 2738 times)
AGT
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« on: November 17, 2007, 07:23:56 PM »

Check this out.
http://www.pixeluxentertainment.com/FAQ's.htm

It seems that it can perform all kinds of geometry manipulation in real time, regardless of the engine it used on.
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Zaknafein
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« Reply #1 on: November 17, 2007, 08:30:05 PM »

Amazing! The castle video is very impressive.
Thanks for the link.
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zaknafein.
>> the instruction limit : my blog & samples repository! <<
newborn
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« Reply #2 on: November 17, 2007, 11:49:27 PM »

really impressive... id like to know how that would run on my puter Tongue
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AGT
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« Reply #3 on: November 18, 2007, 11:56:17 AM »

I hope there was some more info and demos on this one though. I'm curious to see how someone could do rigid body stuff since this SDK does not support them.
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Daniel Martinek


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« Reply #4 on: November 18, 2007, 02:28:52 PM »

The DMM middleware is very impressive, but generally it's no physics engine, it creates volume representations of your meshes and gives you the ability to use this representation to generate LoD meshes and to destroy or deform you meshes. The have a physics engine too, but as their website says you can use any phyisics engine you want.

Here is a small video from The Force Unleashed demonstrating DMM:
http://www.gametrailers.com/player/17054.html
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TheOneTrueGod
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« Reply #5 on: December 04, 2007, 04:48:45 AM »

Just to be complete, this thread needs a little pointer to sciophyte's "breakable meshes" thread:

http://www.truevision3d.com/forums/showcase/breakable_meshes-t16722.0.html

And a link to a thread about Sumotori, a microgame that includes breaking meshes in a flawless (though not meaningful) way:

http://www.truevision3d.com/forums/game_development/talking_about_physics-t16869.0.html

I hope that breakable structures will be a more important part of future games. Shooters BORE me, but I would like to experience myself in 3D like in DeusEx etc. Valves "Portal" goes into the right direction - and I think the fact that the map/game metamorphes due to the user's actions plays the main role. Breakable meshes go into the same direction, I think.

I once made a ragdoll demo (doll not loaded but being built by engine out of primitives) and set the breakability of the joints, so that the doll would break easily. Haha, a lower arm dropped down and the joint ball rolled over the floor! This gave me the idea that just this should happen during the game - and then the player would have to collect his things (or replacements) and go fix himself in an infirmary!

Let's make new games, people!
« Last Edit: December 04, 2007, 05:23:48 AM by TheOneTrueGod » Logged
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