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Physics-based Gibbing

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Physics-based Gibbing

Postby JasonX » Tue May 18, 2010 12:34 pm

Are there any examples for Gyro-based gibbing? Like exploding an enemy into various pieces, that are physics objects?
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Postby frag.machine » Tue May 18, 2010 12:53 pm

Not Gyro-related, but for gibbed players/monsters you may want to check out Mauvebib's sagdoll experiments.
EDIT: the link
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Postby JasonX » Tue May 18, 2010 1:32 pm

I'm not interested in ragdolls, i just want to explode the enemy into various pieces, and those pieces are physics-based.
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Postby Urre » Tue May 18, 2010 2:55 pm

What do you mean physics based? That could mean anything. Even Quakes gibbings are physics based.
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Postby frag.machine » Tue May 18, 2010 3:57 pm

JasonX wrote:I'm not interested in ragdolls, i just want to explode the enemy into various pieces, and those pieces are physics-based.


You just described the sagdoll :D
I guess there's a link to a youtube video, and you can check if that's what are you talking about.
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Postby Urre » Tue May 18, 2010 5:56 pm

frag.machine wrote:You just described the sagdoll :D
I guess there's a link to a youtube video, and you can check if that's what are you talking about.


That doesn't sound like sagdoll to me, sounded like regular gibs. He never mentioned keeping the pieces together, like sagdoll does.
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Postby frag.machine » Tue May 18, 2010 8:06 pm

Urre wrote:
frag.machine wrote:You just described the sagdoll :D
I guess there's a link to a youtube video, and you can check if that's what are you talking about.


That doesn't sound like sagdoll to me, sounded like regular gibs. He never mentioned keeping the pieces together, like sagdoll does.


Oh well ;) guess you're right
nevermind then
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Postby Sajt » Wed May 19, 2010 12:27 am

I implemented gibs using Twig once, and it was mostly cool but unreliable. In certain cases if they get going really fast or got stuck or something (good way to test: blow up explobox in e1m1) they could bring the framerate nearly to a halt.
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Postby GiffE » Wed May 19, 2010 3:42 am

dpmod has a stickphysics based gibs in it aswell I believe.
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Postby Urre » Wed May 19, 2010 5:51 am

Sajt wrote:I implemented gibs using Twig once, and it was mostly cool but unreliable. In certain cases if they get going really fast or got stuck or something (good way to test: blow up explobox in e1m1) they could bring the framerate nearly to a halt.


Yeah, I've discovered lots of problems with high-speeds on the objects :(. There's code to prevent them from collapsing when hitting stuff on high speeds, but it's not supposed to be active when they're flying freely, but that filter seems to be failing. The anti-collapse code isn't working anyway, so bleh. I've since then been taught by my go-to-guy for physics (frank) that it's a better idea to check volume inversion rather than trying to avoid it, since there really isn't any fast way to do that (I have discovered a much more reliable way to do it than currently, might have it as an option).

Good rule to have in mind for the current version of Twig: the smaller the object, the higher the impact on FPS. A small object (like a gib) with the same amount of particles as a large object (like a box) performs worse due to the poor anti-collapse code.
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Postby gnounc » Wed May 19, 2010 8:55 am

Gyro has a tutorial on how to make the gibs float in water.

Also when playing around with gyro, I made heads circle around the player like an aura flying blood everywhere.

So yeah, its been done. And its not very difficult.

http://quakematt.quakedev.com/gyrodocs/ ... acros.html

direct from gyro's documentation page
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