saindd Posted April 27, 2015 Share Posted April 27, 2015 I'm using the Bullet build to build my game and i'm curious about ragdoll physics. Is it possible to implement in T3D? Is it built into the engine or do we have to create something ourselves? Quote Link to comment Share on other sites More sharing options...
chriscalef Posted April 27, 2015 Share Posted April 27, 2015 It is not currently built into the engine, because the stock physics plugins do not include joints. There's nothing going on in that direction in bullet yet, to the best of my knowledge, but I took over Timmy's Physx3 project a while ago and added joints and ragdolls (though my ragdolls still need more work in terms of fine tuning joints, they are currently very unstable.That build can be found here (engine code):https://github.com/ChrisCalef/Torque3D/tree/physx3_advanced_WIPAnd the game directory for it with a precompiled binary is here, if you just want to play with it:https://github.com/ChrisCalef/physx3_advanced_gameIf you're attached to using bullet instead of physx, it should not be all that difficult to get the joints working in bullet, since the only work you should have to do is in the bullet plugin itself, and the rest of my work in the PhysicsShape and PhysicsJoint classes should be plugin-agnostic. Quote Link to comment Share on other sites More sharing options...
saindd Posted April 27, 2015 Author Share Posted April 27, 2015 I prefer to use Bullet since it's open-source. Thanks for the links, i'll mess around with them! ps.: I heard that GMK adds ragdoll support. Is it related to Bullet somehow? Quote Link to comment Share on other sites More sharing options...
chriscalef Posted April 28, 2015 Share Posted April 28, 2015 Sorry, I should totally know this but I can't remember how (or if) GMK implemented ragdolls. Anybody else? Quote Link to comment Share on other sites More sharing options...
newaged Posted April 29, 2015 Share Posted April 29, 2015 So I tested out GMK ragdolls with the development branch using bullet. Spawning them in anywhere other then (0,0,0) does not seem to be supported at the moment, and they tend to wiggle and bounce constantly. Quote Link to comment Share on other sites More sharing options...
chriscalef Posted April 29, 2015 Share Posted April 29, 2015 Ah. Not too surprising, getting them to work but only at (0,0,0) is a recognizable halfway point for ragdoll development. :-) If you're up for digging into the code then check out my physx3 branch, it should be able to help. Otherwise, I'll be getting back to my own ragdolls at some point here. I'd be interested in trying them using a bullet build as well but that might take quite a bit longer for me to get around to. Quote Link to comment Share on other sites More sharing options...
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