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Re: GameStudio Physic TecDemo [Re: Shadow969] #148052
08/15/07 19:48
08/15/07 19:48
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fastlane69 Offline
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How many boxes did you max out at and what was the frame-rate?

Re: GameStudio Physic TecDemo [Re: fastlane69] #148053
08/15/07 21:05
08/15/07 21:05
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MrCode Offline
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The super tall tower bit gave me the impression of a pouring fluid. Maybe we could write a demo that simulates "liquid"?

Re: GameStudio Physic TecDemo [Re: MrCode] #148054
08/15/07 21:27
08/15/07 21:27
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
Looks fantastic!
Is it as stable as it looks?
And, how is it possible to freeze it within the movement, I remember that it wasn't possible "once upon a time"!(Don't remember, if it was two or three years back! )

Re: GameStudio Physic TecDemo [Re: Pappenheimer] #148055
08/16/07 04:28
08/16/07 04:28
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Posts: 564
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TSG_Torsten Offline OP

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Here are all about the num of entities in each scene and some information:

Tower scene:
FPS: ~20
Physic Objects: 235
Number of physic contacs a frame (max.): 1669

Walls scene:
FPS: ~15
Physic Objects: 366
Number of physic contacs a frame (max.): 2452

Super tall tower scene:
FPS: ~20
Physic Objects: 265 (looks more than 265?!)
Number of physic contacs a frame (max.): 1349

Stability: Because I use many physic objects at the same time, I sometimes had a problem that some objects didn't move.
Btw: I've tested all the scenes in A6, too. I hadn't notice any differences.

@MrCode: Nice idea, but I don't think this would work because it's already using to much performance.

@Pappenheimer: Freeze_mode=1, das friert doch alle Entity-Funktionen ein

Regards
TSGames

Last edited by TSG_Torsten; 08/16/07 04:30.
Re: GameStudio Physic TecDemo [Re: TSG_Torsten] #148056
08/16/07 16:16
08/16/07 16:16
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Posts: 93
Georgia, USA
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Night Viper Offline
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Georgia, USA
Excellent video, I had no idea the physics engine was that competent.

Re: GameStudio Physic TecDemo [Re: Night Viper] #148057
08/16/07 18:34
08/16/07 18:34
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fastlane69 Offline
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Quote:

Here are all about the num of entities in each scene and some information:






Impressive numbers. I'm not at all surprised as I have and continue to have full confidence in the A6/7 ODE engine. I'd been meaning to make a demo like this for ages and I'm really happy you took the time to do it!!!

And all this using one core? Anyway to get both cores engaged?

Re: GameStudio Physic TecDemo [Re: fastlane69] #148058
08/16/07 20:02
08/16/07 20:02
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MrCode Offline
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Quote:

Anyway to get both cores engaged?




As I recall, I believe Gamestudio only supports single-core processing.

Also, (a little off-topic) what video capture program did you use? I use HyperCam 2, but it just kills the engine's FPS, to the point where it's unplayable (it jumps around a lot).

I tried Fraps a (long) while back, but it would only capture a certain portion of the screen at a time (stupid shareware thing).

Last edited by MrCode; 08/16/07 20:09.

Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: GameStudio Physic TecDemo [Re: MrCode] #148059
08/16/07 20:09
08/16/07 20:09
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Shadow969 Offline
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Quote:

Maybe we could write a demo that simulates "liquid"?



cool idea i'd never thought of that, just imagine - the fluid is simulated with those cubes/spheres(invisible), and the surface vertices of the water model are binded to the positions of top entities. would work for stuff like water in cup and so on

Re: GameStudio Physic TecDemo [Re: Shadow969] #148060
08/17/07 04:45
08/17/07 04:45
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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the only thing I have against the 3DGS ODE physics is constraints. When using a car, if the car starts rolling over, the wheels fly away from the car, and then it stops...

...'tis why I still use Newton


xXxGuitar511
- Programmer
Re: GameStudio Physic TecDemo [Re: MrCode] #148061
08/17/07 05:18
08/17/07 05:18
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TSG_Torsten Offline OP

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Quote:


Also, (a little off-topic) what video capture program did you use?



I'm using Fraps 2 (full-version)

Regards
TSGames

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