GEO mod 2.0

Posted By: sebbi91

GEO mod 2.0 - 06/28/09 09:23

Hi members

Did anyone of you heard something about the Geo-mod 2.0?
Its an really cool destruction Engine!
Its used in the Game "Red Factions"!

The best You can destroy everything at the Place where you hit!

Very cool!

Here some Videos:
http://www.youtube.com/watch?v=lICurOVsNv0
http://www.youtube.com/watch?v=U93lGcMC4mc
http://www.youtube.com/watch?v=2d_KJZ8uMw0&feature=related

Did anyone know how to make this with A7?
Posted By: the_mehmaster

Re: GEO mod 2.0 - 06/28/09 10:07

Looks like the destructible buildings in age of empires 3. That uses Havok physics. It is completely possible to get havok in A7, it's just that licensing costs a fortune...

Also remember that red faction:gurrilla is a ps3 game. PS3 has 8 cores as apposed to the 2 or 4 on a pc...
Posted By: sebbi91

Re: GEO mod 2.0 - 06/28/09 11:36

your right !
But maybe is here one of the Users who can get ideas to make our own system!
The first and 3rd video explains a bit how it works!

Maybe is here a member who know how to make it possible!

I hope Conitec will buy the Havok engine and give it out with an update for Lite-c free and 3dgs versions!
That would be very cool!

^^
Posted By: Cowabanga

Re: GEO mod 2.0 - 06/28/09 11:41

I don't think Conitec will put Havok on Lite-C Free. Becuase unlike ODE, you have to pay for it.
So Conitec won't put something needs money in a free product. wink
Posted By: sebbi91

Re: GEO mod 2.0 - 06/28/09 11:51

i forgot-.-

what is with physX?
Its free!

But Havok has more FPS than ODE and PhysX, i hope it comes with A7!

Posted By: Dazz

Re: GEO mod 2.0 - 06/29/09 09:51

Originally Posted By: the_mehmaster
Looks like the destructible buildings in age of empires 3. That uses Havok physics. It is completely possible to get havok in A7, it's just that licensing costs a fortune...

Also remember that red faction:gurrilla is a ps3 game. PS3 has 8 cores as apposed to the 2 or 4 on a pc...


Red Faction 3 also runs on the Xbox 360, wich has 'only' 3 cores. It should be able on a pc without many problems wink
Posted By: sebbi91

Re: GEO mod 2.0 - 06/29/09 14:26

hi again

i've some videos from the old red factions!
Maybe could this help to understand how it works!

http://www.youtube.com/watch?v=2LN7wJ0kZ8I&feature=related
http://www.youtube.com/watch?v=u73O7lWc4Dw&feature=related
http://www.youtube.com/watch?v=u3mm2FInTdA&feature=related


I got an idea!Maybe help this!
is it possible to remove vertices in realtime (runtime)?
If yes its an step forward! ^^
Posted By: croman

Re: GEO mod 2.0 - 06/29/09 15:36

as far as i know it's not possible to remove vertices in real time. the biggest obstacle in creating something similar with 3dgs is mdl in my opinion. better model control is needed and not only for this but for many other things too...
Posted By: VeT

Re: GEO mod 2.0 - 06/29/09 15:45

//But Havok has more FPS than ODE and PhysX, i hope it comes with A7!

He-he, what about Newton? :-P
Posted By: sebbi91

Re: GEO mod 2.0 - 06/29/09 16:32

Newton is nice ^^
But eats performance with the appetite from a sumo wrestler ^^
Posted By: croman

Re: GEO mod 2.0 - 06/29/09 20:03

well if you're looking like that about performance...it depends how you programm it. you could get more fps with physx then with havoc if you do better programming and optimization............at least it should be like that...
Posted By: sebbi91

Re: GEO mod 2.0 - 06/30/09 11:21

????
Really?

I didn't know this!
Thanks for the information!
But I don't know how to include PhysX in Gamestudio!

Newton or ODE is the only possible way for me!
But if you could tell me how to use PhysX, I would use it too!

thanks for the information ^^
Sebastian
Posted By: croman

Re: GEO mod 2.0 - 06/30/09 12:41

i was talking hypotetically...if we could have physx or havoc with 3dgs it would depend on your programming skill to get more fps.

anyway, if you'd like to use physX with 3dgs you or someone else should write a wrapper like VeT did for newton
Posted By: sebbi91

Re: GEO mod 2.0 - 06/30/09 13:09

Ahhhh

I heard Chris3D is now writing for a PhysX-Plugin!
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=275016#Post275016
(Last comment)


Should be awesome ^^
Posted By: ratchet

Re: GEO mod 2.0 - 06/30/09 13:32

Well Havock can be used for non commercial things only !

For Nvidia Pysix, it could be implemented in A7 , i don't know why it is not planned frown
Even old and buggy engines have it implemented like Dark Basic Pro !
The problem, will we have tools to edit physic properties vissually ? i doubt 3DGS is lot more coder oriented than artist !!
Posted By: sebbi91

Re: GEO mod 2.0 - 07/01/09 10:36

I am using Newton now!
^^
Because the newton objects don't fall trough the terrain ^^
Newton has more realism!

@ VeT :
The links in your description are dead
But thanks for the wrapper ^^

@all:
I got some ideas to simulate this MOD!
I saw some Videos from DMM-Physik system
http://www.pixelux.ch/content/view/52/50/
http://www.pixelux.ch/component/option,com_frontpage/Itemid,1/
http://www.pixelux.ch/content/view/28/43/


I think the model will be deformed at the beginning and if the deformation is to big the model will chosen with an other broken modell!
I think its possible to make this with the AUM 50 code!(Deformable terrains)
and ent_morph!

And a bit Ragdoll flexibility ^^


Posted By: amy

Re: GEO mod 2.0 - 07/01/09 10:40

Newton supports breaking geometry. Nothing needs to be predefined. Newton dynamically calculates new mesh pieces which could be passed to the engine as new Direct3D meshes.
Posted By: sebbi91

Re: GEO mod 2.0 - 07/01/09 10:46

Originally Posted By: amy
Newton supports breaking geometry. Nothing needs to be predefined. Newton dynamically calculates new mesh pieces which could be passed to the engine as new Direct3D meshes.

grin
cool!
Didnt know this!
Is there a Tutorial that tells me step by step all functions of Newton2(and how to use it)?
I only found the small description of one PH Ball in a Level!
Posted By: croman

Re: GEO mod 2.0 - 07/01/09 11:23

Originally Posted By: amy
Newton supports breaking geometry. Nothing needs to be predefined. Newton dynamically calculates new mesh pieces which could be passed to the engine as new Direct3D meshes.


now i'd like to know if VeT's wrapper is able to do that?
Posted By: croman

Re: GEO mod 2.0 - 07/01/09 12:06

and btw amy, where'd you see that Newton supports that? can you post a link?
Posted By: sebbi91

Re: GEO mod 2.0 - 07/01/09 12:10

http://www.youtube.com/watch?v=Q3wF0Klk5wU&feature=related

I found it too ^^
she is right!
No lie, cool^^

VeT we need help ^^



BTW have alook at Ogre :
http://www.realmatter.com/files/RealMatterPublicDemo.zip
Posted By: VeT

Re: GEO mod 2.0 - 07/01/09 12:25

//and btw amy, where'd you see that Newton supports that? can you post a link?
i posted link for the video with brekeable level, but now its unavaivable as Julio remake a lot of important things like car and character control, but they will come back smile

wow, sebbi91, you found it smile
Posted By: sebbi91

Re: GEO mod 2.0 - 07/01/09 12:27

Originally Posted By: VeT

wow, sebbi91, you found it smile

grin
Posted By: VeT

Re: GEO mod 2.0 - 07/01/09 12:29

http://www.filefront.com/user/NeArGa
here is link... while i got free time, i'll move to another server

there are a-star pathfind, v20 of wrapper (v21 is ready, but still not published) and first tutorial of using Newton with sources
Posted By: croman

Re: GEO mod 2.0 - 07/01/09 12:29

so you're not able to "wrap" that into your Newton wrapper yet? do you know when will you be able to do that?
Posted By: sebbi91

Re: GEO mod 2.0 - 07/01/09 12:33

Originally Posted By: VeT
... while i got free time, i'll move to another server

would be nice because its an dead link ^^
Posted By: VeT

Re: GEO mod 2.0 - 07/01/09 12:33

I can wrap only those functions, that are ready in DLL
As there is no "breakeable" functions in DLL, i dont think that i can do this smile

Really, i dont know, when Julio would re-make that level... i think, after joint upgrade (he promied to publish next version at the end of this week)

He spent a lot of time working on apple, i-pod, linux versions of Newton, but i dont think that its the best choise
Posted By: VeT

Re: GEO mod 2.0 - 07/01/09 12:34

2 sebbi91, try this one http://www.filefront.com/13916733/LiteCNewton2.02.v20.rar
Posted By: sebbi91

Re: GEO mod 2.0 - 07/01/09 12:37

thank you ^^
edit: lol the car falls trough the terrain ^^
Posted By: VeT

Re: GEO mod 2.0 - 07/01/09 12:39

in the evening, or tomorrow i'll release v21, with working buoyancy (archimedian force, objects are swiming in the water), you'll see smile
Posted By: sebbi91

Re: GEO mod 2.0 - 07/01/09 12:45

cool ^^
btw:
your car left one wheel and fall through the terrain ^^lol
Posted By: VeT

Re: GEO mod 2.0 - 07/01/09 12:48

car is under reconstruction wink laugh
Posted By: sebbi91

Re: GEO mod 2.0 - 07/01/09 12:51

^^
Posted By: kylecoulon1

Re: GEO mod 2.0 - 08/12/09 19:11

does anyone know how I could use physx with 3dgs? like as an addon kind of deal. I looked at some examples and their cloth physics made me piss my pants.
Posted By: Cowabanga

Re: GEO mod 2.0 - 08/12/09 19:18

Originally Posted By: kylecoulon1
does anyone know how I could use physx with 3dgs? like as an addon kind of deal. I looked at some examples and their cloth physics made me piss my pants.
You'll have to wait until Chris3D releases a completed version of the wrapper.
Posted By: kylecoulon1

Re: GEO mod 2.0 - 08/12/09 20:26

ok. will I need to contact chris3d or will it be released free to the public?
Posted By: Cowabanga

Re: GEO mod 2.0 - 08/12/09 20:52

He will release it for free.
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