Physics-based Gibbing
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Physics-based Gibbing
Are there any examples for Gyro-based gibbing? Like exploding an enemy into various pieces, that are physics objects?
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
Not Gyro-related, but for gibbed players/monsters you may want to check out Mauvebib's sagdoll experiments.
EDIT: the link
EDIT: the link
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 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
I guess there's a link to a youtube video, and you can check if that's what are you talking about.
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
frag.machine wrote:You just described the sagdoll
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.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Urre wrote:frag.machine wrote:You just described the sagdoll
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
nevermind then
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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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 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
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.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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
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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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
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