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Gyro vs. Twig

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Gyro vs. Twig

Postby silverjoel » Thu Nov 18, 2010 1:39 am

I'll be honest, I don't really know how to use Twig, so I'm not sure what it's capable of. That being said, for those that do know, what is the differences between the two? Advantages? Disadvantages?

Also, are there any turtorials on Twig?
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Postby r00k » Thu Nov 18, 2010 9:34 am

Twig has a really cool looking logo.
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Postby leileilol » Thu Nov 18, 2010 9:51 am

Gyro has a really cool looking documentation.
i should not be here
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Postby goldenboy » Thu Nov 18, 2010 12:24 pm

Apples and oranges.

Gyro allows you to have entities affected by forces. So a shotgun blast could knock a monster into the sky, or an explosion can move health packs around, or nails can be stopped in midair. Things have water and air resistance, buoyancy etc (swimming gibs anyone).

Gyro does not do joints and collisions, ie realistically tumbling boxes.

Twig does that, rigid body physics. It requires a few DP extensions in the engine though, while Gyro works with vanilla Quake.

ODE is another option for joints.
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Postby Spike » Thu Nov 18, 2010 1:21 pm

and all of this will at least halve your framerate...
(it makes me want to put the server into a separate thread)
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Postby goldenboy » Thu Nov 18, 2010 4:00 pm

Pretty much anything in RMQ is a gyro object though, and it runs OK.

Now mixing twig with that might be an interesting endeavour.

Gyro for general physics, twig for certain entities like pushable crates and vehicles? ragdoll?
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Postby frag.machine » Thu Nov 18, 2010 4:28 pm

I still think Mauvebib's sagdoll experiment was pretty interesting. I loved to blast grunts with quad rockets and watch the severed corpses flying around...
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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