[ODE] Any BloodRayne 2 developers listening?

Jani Kajala kajala at gamebox.net
Sun Nov 14 22:41:28 MST 2004


Oh, forgot one thing: 3b) Reset angular velocity of the character capsule
after every step.


Jani

----- Original Message -----
From: "Jani Kajala" <kajala at gamebox.net>
To: "ODE mailing list" <ode at q12.org>
Sent: Sunday, November 14, 2004 10:37 PM
Subject: Re: [ODE] Any BloodRayne 2 developers listening?


> Derek,
>
> I haven't worked on BR2, but I do have done (stable) 3rd person game demo
> using ODE, in which the character is simulated body with capsule
collisions.
> (for my co-authored book, 'Making Game Demo', hopefully to be published
> before Christmas by WordWare)
>
> Briefly what I did:
>
> 1) Updated the simulation 100x/sec
>
> 2) Didn't set body's velocity directly, used impulses
>
> 3) Aligned rotation manually between steps (could have used AMotor too I
> guess)
>
> 4) Used global ERP of 0.2 and following contact settings: mode =
> dContactBounce+dContactSoftCFM; mu=0; bounce=0.1f; bounce_vel=0.01f;
> soft_cfm=0.000001f.
>
> If you're interested drop me an email (jani.kajala (a) helsinki.fi) so
that
> I know to keep you in the loop about the book. I'll release (if I can) all
> the source code in the book anyway so you can check it from there too even
> if you don't want to buy the book.
>
>
> Good luck,
> Jani
>
> ----- Original Message -----
> From: "Derek Arndt" <deekpyro at charter.net>
> To: "ODE mailing list" <ode at q12.org>
> Sent: Saturday, October 30, 2004 11:12 PM
> Subject: Re: [ODE] Any BloodRayne 2 developers listening?
>
>
> > To be more specific I'm having troubles with character movement (right
> > now the player is represented with a sphere, and I'm setting the body's
> > velocity, which I believe to be a bit awkward), general physics in the
> > environment (not letting cardboard boxes sink into the ground, or
> > jitter, or stick to anything and most importantly not report any or few
> > ODE errors, like I said before I've tweaked just about every setting I
> > could find and although it works in some situations, others it falls
> > apart....for example if I stack a bunch of boxes on top of each-other
> > until they are over balance and collapse looks pretty good aside from
> > some corners stuck in the ground, but when I pull out where I can move
> > the boxes around (like that anti-gravity thing from Half-Life 2) the
> > max correcting velocity and such fall apart as I can move things
> > through/into eachother (walls, other boxes, etc) which just looks bad),
> > and dealing with items such as jumps (in Q3A jumps are configured to
> > shoot you to a certain point in space, I would like to do that same).
> > Those are the main items I'm looking into now, if I think of more I'll
> > be sure to post them.
> >
> > Sorry for not being concise in the first post, hopefully I made some
> > sense with this one.
> > Thanks again!
> >
> > On Oct 30, 2004, at 3:26 PM, Derek Arndt wrote:
> >
> > > Hey there,
> > >
> > > I'm just curious if any developers have created a FPS or similar game
> > > using ODE.  Games like BloodRayne 2 seem to do just a fabulous job
> > > with the physics, when after a couple of weeks of tinkering my game
> > > still feels pretty horrid.  I'd very much appreciate any help/advice I
> > > can get from developers of this genre, just e-mail me back.
> > >
> > > Thanks!
> > > Derek Arndt
> > >
> > > /*
> > > http://www.dereksucks.com    _game development is just my forte_
> > > */_______________________________________________
> > > ODE mailing list
> > > ODE at q12.org
> > > http://q12.org/mailman/listinfo/ode
> > >
> > /*
> > http://www.dereksucks.com    _game development is just my forte_
> > */
> >
>
>
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