Gyro Physics - 1.0 Release
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Gyro Physics - 1.0 Release
Hmm, coding board seems a tad slow as of late. Let's see if I can speed things up a bit by releasing something!
http://homepages.nildram.co.uk/~moonrise/matt/gyro.zip
So, what's this? It's Gyro, a little something I've been working on for the past few days. It's not actually a full mod, but rather a plugin for existing mods, that I hope should help the makers add some nice physics without having to mess around with piles of code.
It runs on a simple activation system so, let's say you want grenades to float - you'd add a line like "P_ActivateBouyancy (missile, 500)". Your grenades would then float, providing they're lighter than 500 weight units. Everything works like this, even forces (like explosions), so there's rarely any need to change existing code.
Although you only really need the "physics.qc" file, I've built a quick mod around it to show you what can be done. Mostly simple stuff like floating objects and explosion blasts, but you can try typing impulse 101 or 102 to see something a little more exciting! The 101-bound HoverBombs (or BlimpBombs, whatever floats your boat) are controlled almost entirely by Gyro, although I'm not sure how useful they'd be in a real game!
Next version should be coming sooner or later, so feedback is welcome!
http://homepages.nildram.co.uk/~moonrise/matt/gyro.zip
So, what's this? It's Gyro, a little something I've been working on for the past few days. It's not actually a full mod, but rather a plugin for existing mods, that I hope should help the makers add some nice physics without having to mess around with piles of code.
It runs on a simple activation system so, let's say you want grenades to float - you'd add a line like "P_ActivateBouyancy (missile, 500)". Your grenades would then float, providing they're lighter than 500 weight units. Everything works like this, even forces (like explosions), so there's rarely any need to change existing code.
Although you only really need the "physics.qc" file, I've built a quick mod around it to show you what can be done. Mostly simple stuff like floating objects and explosion blasts, but you can try typing impulse 101 or 102 to see something a little more exciting! The 101-bound HoverBombs (or BlimpBombs, whatever floats your boat) are controlled almost entirely by Gyro, although I'm not sure how useful they'd be in a real game!
Next version should be coming sooner or later, so feedback is welcome!
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- Joined: Sun Jun 05, 2005 9:59 pm
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- Posts: 129
- Joined: Sun Jun 05, 2005 9:59 pm
So long as you don't do self.nextthink = time; ...
That's a cardinal sin in QW, generally resulting in infinate loops in many engines. Setting nextthink too low will cause an entity to catch up any missing thinks. Which is always wierd. the newmis global entity names an entity to have a think after the current entity, so avoid using that too.
So long as you don't require a string entity thinking order (which is bad in nq too due to order of spawning), there's no difference.
That's a cardinal sin in QW, generally resulting in infinate loops in many engines. Setting nextthink too low will cause an entity to catch up any missing thinks. Which is always wierd. the newmis global entity names an entity to have a think after the current entity, so avoid using that too.
So long as you don't require a string entity thinking order (which is bad in nq too due to order of spawning), there's no difference.
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- InsideQC Staff
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- Posts: 129
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Okay, I've got a new version up:
http://www.quakedev.com/forums/index.php?topic=421.0
Sorry to just link to a different forum, but otherwise I'd just be repeating everything I said there! Anyway, it's only a beta version, so it's not massively important yet - I'd just like to find out from anyone using it whether or not the upgrade works.
Oh, and thanks for all the interest! I'd never had gotten past 1.0 without it!
http://www.quakedev.com/forums/index.php?topic=421.0
Sorry to just link to a different forum, but otherwise I'd just be repeating everything I said there! Anyway, it's only a beta version, so it's not massively important yet - I'd just like to find out from anyone using it whether or not the upgrade works.
Oh, and thanks for all the interest! I'd never had gotten past 1.0 without it!