• What Are You Working On? V11 -- May 2012 Edition
    355 replies, posted
  • Avatar of Divran
  • [QUOTE=Sakarias88;36043157]Wanted to do a batman cape or something similar. So I tried to implement some cloth physics. It works surprisingly well and lags a lot less than I expected. *video* You can set some parameters for it such as elasticity, air friction and gravity but they are kind of sensitive. One decimal too much and it will spazz all over the place. :v:[/QUOTE] Now make a cape addon that lets you put your steam avatar on it.
  • Avatar of ralle105
  • [QUOTE=Sakarias88;36043157]Wanted to do a batman cape or something similar. So I tried to implement some cloth physics. It works surprisingly well and lags a lot less than I expected. -video- You can set some parameters for it such as elasticity, air friction and gravity but they are kind of sensitive. One decimal too much and it will spazz all over the place. :v:[/QUOTE] Dat song:pwn:
  • Avatar of Th13teen
  • 3D audio streaming with no modules. It can play pretty much any on-line file or stream on any OS. [video=youtube;9PVEE1nf4x8]http://www.youtube.com/watch?v=9PVEE1nf4x8[/video]
  • Avatar of Grocel
  • [QUOTE=Th13teen;36044315]3D audio streaming with no modules.[/QUOTE] You mean with GMod's stuck lua only?
  • Avatar of Th13teen
  • [QUOTE=Grocel;36044540]You mean with GMod's stuck lua only?[/QUOTE] Its lua, html and javascript.
  • Avatar of maurits150
  • [QUOTE=Th13teen;36044315]3D audio streaming with no modules. It can play pretty much any on-line file or stream on any OS. [video=youtube;9PVEE1nf4x8]http://www.youtube.com/watch?v=9PVEE1nf4x8[/video][/QUOTE] Awesome. Now just add some way to get the sound spectrum. :)
  • [QUOTE=Sakarias88;36043157]Wanted to do a batman cape or something similar. So I tried to implement some cloth physics. It works surprisingly well and lags a lot less than I expected. You can set some parameters for it such as elasticity, air friction and gravity but they are kind of sensitive. One decimal too much and it will spazz all over the place. :v:[/QUOTE] That looks damn nice. Are you planning to let the code loose? I can think of a few applications for it. :v:
  • Avatar of Wizard of Ass
  • [QUOTE=maurits150;36044755]Awesome. Now just add some way to get the sound spectrum. :)[/QUOTE] I doubt this will be possible, the lua<->js interface is not exactly fast.
  • Avatar of Sakarias88
  • [QUOTE=Splambob;36044797]That looks damn nice. Are you planning to let the code loose? I can think of a few applications for it. :v:[/QUOTE] Well, yeah but not in it's current state. There are parts to be improved and flaws that needs to be fixed. The cloth is only visible from one side for example.
  • Avatar of CapsAdmin
  • [QUOTE=Sakarias88;36043157]Wanted to do a batman cape or something similar. So I tried to implement some cloth physics. It works surprisingly well and lags a lot less than I expected. [media]http://www.youtube.com/watch?v=Gst6gD92hFk[/media] You can set some parameters for it such as elasticity, air friction and gravity but they are kind of sensitive. One decimal too much and it will spazz all over the place. :v:[/QUOTE] I'm noticing GC lag spikes in your video. To avoid it you should make it so your code reuses variables instead of creating new ones. example: "vec1 + vec2" will create a new Vector which adds up to get garbage collected in a bunch and creates a lag spike while: "vec1x + vec2.x vec1.y + vec2.y vec1.z + vec2.z" Does not create a new vector. It modifies vec1 instead. You might as well not use vectors at all really. You can also try to calculate the physics less as well (every third or second frame) if you haven't done so yet. [editline]22nd May 2012[/editline] [QUOTE=maurits150;36044755]Awesome. Now just add some way to get the sound spectrum. :)[/QUOTE] flash! (used something a friend of mine made before and it works better than bass really)
  • Avatar of Sakarias88
  • [QUOTE=CapsAdmin;36045509]I'm noticing GC lag spikes in your video. To avoid it you should make it so your code reuses variables instead of creating new ones. example: "vec1 + vec2" will create a new Vector which adds up to get garbage collected in a bunch and creates a lag spike while: "vec1x + vec2.x vec1.y + vec2.y vec1.z + vec2.z" Does not create a new vector. It modifies vec1 instead. You might as well not use vectors at all really. You can also try to calculate the physics less as well (every third or second frame) if you haven't done so yet.[/QUOTE] Garbage collector? Never thought it could be the issue but it's possible since the lag spike always appear between regular intervals. I will give your tip a try tomorrow and if it would solve the problem that would be great. Thanks for the advice!
  • A semi-proper battle tonight! Image-heavy. [t]http://4stor.com/images/MzfG.png[/t] [t]http://4stor.com/images/mbIk.png[/t] [t]http://4stor.com/images/Ytl7.png[/t] [t]http://4stor.com/images/oYwo.png[/t] [t]http://4stor.com/images/R4Mc.png[/t] [t]http://4stor.com/images/TTmX.png[/t] [t]http://4stor.com/images/qhxi.png[/t] [t]http://4stor.com/images/hCoS.png[/t] [t]http://4stor.com/images/Q9wZ.png[/t] Fun!
  • Avatar of Hentie
  • It's an open-source flocking library written in C++. It's the sort of flocking/queuing that Starcraft 2 uses to simulate large crowds. [media]http://www.youtube.com/watch?v=F6h0-uW4JZI[/media]
  • Avatar of LemONPLaNE
  • [QUOTE=Hentie;36048083]It's an open-source flocking library written in C++. It's the sort of flocking/queuing that Starcraft 2 uses to simulate large crowds. [media]http://www.youtube.com/watch?v=F6h0-uW4JZI[/media][/QUOTE] That looks extremely unnatural.
  • Avatar of Mr. Quiggles
  • [QUOTE][URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887878402231"][IMG]http://cloud-2.steampowered.com/ugc/576704887878402231/59F7F7738BAED1279140ECA7A55212F156CE22EC/?.jpg[/IMG][/URL][/QUOTE] [b]What has my imagination done!?[/b] Pregnancy addon. I don't even know how my brain can concoct such a... mortifying and disturbing idea. No, I barely even began to code it. I just thrown a screenshot together to at least have this for show. Ugh... The screaming...
  • Avatar of Hentie
  • [QUOTE=LemONPLaNE;36048699]That looks extremely unnatural.[/QUOTE] It isn't meant to be natural, it's meant to be efficient at moving large quantities of units. Check out other opensteer examples where flocking and steering is used to simulate natural wandering crowds. [media]http://www.youtube.com/watch?v=wqmkEPSq2NY[/media]
  • Avatar of LemONPLaNE
  • [QUOTE=Hentie;36049377]It isn't meant to be natural, it's meant to be efficient at moving large quantities of units. Check out other opensteer examples where flocking and steering is used to simulate natural wandering crowds. [media]http://www.youtube.com/watch?v=wqmkEPSq2NY[/media][/QUOTE] I'm not sure wandering crowds are supposed to intersect like that.
  • Avatar of Hentie
  • [QUOTE=LemONPLaNE;36049772]I'm not sure wandering crowds are supposed to intersect like that.[/QUOTE] The individual entities are all no-collided to each other but they're designed to avoid each other, causing a crowd and not just a single blob. I don't think you should be too anal about how they intersect each other, I think of it as interacting like soft-bodies.
  • Avatar of LemONPLaNE
  • [QUOTE=Hentie;36050567]The individual entities are all no-collided to each other but they're designed to avoid each other, causing a crowd and not just a single blob. I don't think you should be too anal about how they intersect each other, I think of it as interacting like soft-bodies.[/QUOTE] I see what they're trying to achieve, I just think they're achieving it in the wrong way, making it less realistic.
  • It's not geared to make it look as if it's a natural crowd, however it makes it slightly more appealing. It's biggest task is o make sure the entities don't collide and force physics upon each other, and it looks aesthetically better.
  • Avatar of Flora KEidran
  • Why are we arguing about "Crowd Control" inside of a video game? Everybody has there person tastes, Some people like it looking realistic, while others might enjoy it looking cartoony and odd.
  • Avatar of Hentie
  • [QUOTE=LemONPLaNE;36054364]I see what they're trying to achieve, I just think they're achieving it in the wrong way, making it less realistic.[/QUOTE] Dude what are you talking about? What is "realistic" to you? Do you want more tech demos showing flocking/steering with better graphics? [media]http://www.youtube.com/watch?v=2Ep6MvrYVdA[/media] [media]http://www.youtube.com/watch?v=Hc6kng5A8lQ[/media] ^second one demonstrates opensteer at 4:41, but it's demonstrating steering in general. The steering is meant to be efficient. Doing multiple traces to calculate where all the people in a crowd should move to make way for a single person to go through would be very expensive and would look very unnatural and robotic. I don't think you see what they are trying to achieve at all. If you don't think it's realistic, then you're calling most Pixar and Dreamworks movies unrealistic in crowd movement simulation, since most of them use flocking and boids. They just have different algorithms for setting the goal of each individual person in the crowds. In the opensteer demos, they're usually going around in a circle, or they're given a random goal.
  • Avatar of LemONPLaNE
  • [QUOTE=Hentie;36059420]Dude what are you talking about? What is "realistic" to you? Do you want more tech demos showing flocking/steering with better graphics? ^second one demonstrates opensteer at 4:41, but it's demonstrating steering in general. The steering is meant to be efficient. Doing multiple traces to calculate where all the people in a crowd should move to make way for a single person to go through would be very expensive and would look very unnatural and robotic. I don't think you see what they are trying to achieve at all. If you don't think it's realistic, then you're calling most Pixar and Dreamworks movies unrealistic in crowd movement simulation, since most of them use flocking and boids. They just have different algorithms for setting the goal of each individual person in the crowds. In the opensteer demos, they're usually going around in a circle, or they're given a random goal.[/QUOTE] I get that they're going for efficiency, and I'm all for that, but it seems that the people using the algorithm (e.g. the Starcraft 2 example) are just using it straight off, without any changes or compromises to adapt it to what they're using. In an example where each unit in the crowd is a dimensionless coordinate, the standard algorithm works quite well, but as soon as you add volume to each object, you need to take precautions so that nothing awkward happens, and it seems they've overlooked that in a few of the examples above. Anyway, I think that's enough derailing.
  • Avatar of Mr. Quiggles
  • [quote] [URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887899991698"][IMG]http://cloud.steampowered.com/ugc/576704887899991698/611C0DD9311C2342ED366044E919BCE0B7043FBB/?.jpg[/IMG][/URL] [/quote] [B]The Sperm Bank, and Invitro Fertilization Clinic[/B] [quote] [URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887899984949/"][IMG]http://cloud-2.steampowered.com/ugc/576704887899984949/95E3A1D554B3D5DD5FE7647389335373430F4C33/?.jpg[/IMG][/URL] [/quote] [B]I'm Preggers![/B] [quote] [URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887899990851/"][IMG]http://cloud-2.steampowered.com/ugc/576704887899990851/13E87DCA9A1246B10D9A9157CC35200536CC7CF7/?.jpg[/IMG][/URL] [/quote] [B]First Trimester, and going to attend Lamaze sessions early.[/B] [quote] [URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887899989596/"][IMG]http://cloud-2.steampowered.com/ugc/576704887899989596/18A3CF243673E212B50DBFF50E86F75F49202B7D/?.jpg[/IMG][/URL] [/quote] [B]In Lamaze.[/B] Look at that emotionless face. [quote] [URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887899987481/?"][IMG]http://cloud.steampowered.com/ugc/576704887899987481/07C182494EC8FB176FD04E53D184147630131D1D/?.jpg[/IMG][/URL] [/quote] [B]Finished my sessions! And reached my second trimester![/B] [quote] [URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887899988729/"][IMG]http://cloud.steampowered.com/ugc/576704887899988729/297FB0CF8F6E08DF6F366B4AD545829FF1B28A76/?.jpg[/IMG][/URL] [/quote] [B]Abortion? No way![/B] [quote] [URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887899992332/"][IMG]http://cloud.steampowered.com/ugc/576704887899992332/9947D40047F6F42F2CCB86066DC9EDA3184A99D8/?.jpg[/IMG][/URL] [/quote] [B]My water broke![/B] [quote] [URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887899986334/?"][IMG]http://cloud.steampowered.com/ugc/576704887899986334/55BF4B081352D122DA3EBD65EFBEA421959CE3D2/?.jpg[/IMG][/URL] [/quote] [B]In labor...[/B] (Why did my model change from Alyx to Mossman?...) [quote] [URL="http://steamcommunity.com/id/mrquiggles/screenshot/576704887899983613/"][IMG]http://cloud.steampowered.com/ugc/576704887899983613/BABF999D84B0376CB0AE489AF1BAA3267D82E3D2/?.jpg[/IMG][/URL] [/quote] [B]Awwwwww. Baby Danielle![/B] ----- Getting closer to the intended results: to be very disturbing with fecal matter and placental fluids profusely spewing everywhere, while the baby emits blood curdling frequencies from it's throat. [editline]5.23.12[/editline] Informative? I know too much someone my age is suppose to know about pregnancy...
  • Avatar of Hentie
  • [media]http://www.youtube.com/watch?v=m3lyhAaW2MI&feature=youtu.be[/media] Translated the engine code for player movement into lua, except for the gravity code since I couldn't find it. I was just interested in how source calculated player velocity when they move against the wall, and I saw some pretty mathy stuff. It's incredibly laggy since its in lua. I was hoping to use it for an NPC base that did not rely on the engine NPCs, but seeing as it's unplayably laggy, I guess I have to find something else. [editline]fff[/editline] doesn't seem to lag as much with just one player. I might experiment with single player planetary gravity. and [i]real[/i] gravity hulls, not just hacky ones.
  • Avatar of CapsAdmin
  • [QUOTE=Hentie;36064246][media]http://www.youtube.com/watch?v=m3lyhAaW2MI&feature=youtu.be[/media] Translated the engine code for player movement into lua, except for the gravity code since I couldn't find it. I was just interested in how source calculated player velocity when they move against the wall, and I saw some pretty mathy stuff. It's incredibly laggy since its in lua. I was hoping to use it for an NPC base that did not rely on the engine NPCs, but seeing as it's unplayably laggy, I guess I have to find something else. [editline]fff[/editline] doesn't seem to lag as much with just one player. I might experiment with single player planetary gravity. and [i]real[/i] gravity hulls, not just hacky ones.[/QUOTE] Why is it incredibly laggy? Did you do a literal translation? (can you show code?)