Ragdoll/Vehicle physics
by Devil`s Workshop · in Torque Game Engine · 08/06/2003 (4:48 pm) · 28 replies
Hi,
just some questions. As i see in the car.cs the tires act as springs which interact with the mass body (car main body) ? So couldn't it possible to
transfer these physics to the player class. So if the player dies this "ragdoll" system would take over control. The player's main body would act as mass body, his arms and legs as springs (maybe chained springs). Don't know if it's really possible but any sugguestions would be nice ;)
Thanks,
Alexander
just some questions. As i see in the car.cs the tires act as springs which interact with the mass body (car main body) ? So couldn't it possible to
transfer these physics to the player class. So if the player dies this "ragdoll" system would take over control. The player's main body would act as mass body, his arms and legs as springs (maybe chained springs). Don't know if it's really possible but any sugguestions would be nice ;)
Thanks,
Alexander
About the author
#3
08/25/2003 (3:48 pm)
I have an ODE solution partially implemented. It runs, uses a DLL containing ODE, gets collision info, but doesn't quite update the model to show the new state ;)
#4
08/26/2003 (6:33 am)
Interesting, but what do u mean about with "but doesn't quite update the model to show the new state" ? Which new state ? Im a little bit confused :)
#5
It's some very straightforward transformation code, I just have to get off my butt and do it.
08/26/2003 (7:35 am)
I have ODE set up, but the model isn't tied to the state of the simulation. So while ODE might think that the arm (for instance) has bounced off of something, I haven't written the code yet to update the shape to reflect this. In other words, it does all the calculations but nothing visible happens.It's some very straightforward transformation code, I just have to get off my butt and do it.
#6
sounds like an promising attempt :) Any chance to see any implementation details or get a part of the code (ressource)?
08/26/2003 (10:08 am)
Hi,sounds like an promising attempt :) Any chance to see any implementation details or get a part of the code (ressource)?
#7
I have a few other major projects due in the coming weeks, so this is going to get set aside for at least three weeks. Sorry, guys. :)
But when I get it working, you'll know.
08/26/2003 (6:32 pm)
I'll be sure to give the technology back to the community one way or another. I'll give more details when I have a product... No sense discussing what isn't done yet, right? :)I have a few other major projects due in the coming weeks, so this is going to get set aside for at least three weeks. Sorry, guys. :)
But when I get it working, you'll know.
#8
This is a very interesting possibility, please keep updating if you can, I am anxious to see what ya got.
09/22/2003 (12:41 pm)
Hey, 3 weeks are up :)This is a very interesting possibility, please keep updating if you can, I am anxious to see what ya got.
#9
I haven't done much lately, but my big ugly project just got finished for the moment, so I can, class work willing, get back to this... I'll try to let you know how things go with it. :)
09/22/2003 (3:02 pm)
I feel loved XDI haven't done much lately, but my big ugly project just got finished for the moment, so I can, class work willing, get back to this... I'll try to let you know how things go with it. :)
#10
I'm also interested in any really good "learning the torque engine" links you can give me... I have had little luck with figuring out an organized way to digest this. I've figured out the terrain editor and various other small bits of info (editing jumpForce and other little things like that), but, I can't find a good "This is what this script does and how this works" doc anywhere... or a guide to learning torque...
09/22/2003 (4:22 pm)
And, also, call me a newb if you'd like (I've had the Torque Engine for all of 3 days now...) but what is ODE?I'm also interested in any really good "learning the torque engine" links you can give me... I have had little luck with figuring out an organized way to digest this. I've figured out the terrain editor and various other small bits of info (editing jumpForce and other little things like that), but, I can't find a good "This is what this script does and how this works" doc anywhere... or a guide to learning torque...
#12
09/23/2003 (3:54 am)
A nice example to the ODE adopting is the polish game named CHROME, just released a few days ago.
#13
09/23/2003 (7:47 am)
Ben, can we help you with anything? I'd love to see Torque and ODE combined :D
#14
From what I read of the algorithm it's not too bad either.
09/24/2003 (12:04 am)
Heh, you know that Hitman's engine used particle physics for the ragdoll effects. That, and the cloth, plant and other various flexy things.From what I read of the algorithm it's not too bad either.
#15
I'm slowly attempting to get ODE working, as I think it's a more robust solution. I saw the article on the Hitman technique. Interesting stuff!
09/24/2003 (4:14 am)
I have (had?) a working particle implementation.I'm slowly attempting to get ODE working, as I think it's a more robust solution. I saw the article on the Hitman technique. Interesting stuff!
#16
09/24/2003 (9:48 am)
@Ben. I know the Glacier engine(behind the HITMANs) too,some of my friends working for IO-D, can you give me an URL about the article ?
#17
09/24/2003 (10:02 am)
It was on gamasutra, one of the few articles that comes up if you do a search on "ragdoll." I don't have the article handy.
#18
www.ioi.dk/Homepages/thomasj/publications/gdc2001.htm
09/24/2003 (10:22 am)
Here it is. (I had it bookmarked)www.ioi.dk/Homepages/thomasj/publications/gdc2001.htm
#19
06/11/2004 (5:38 am)
Ben: So how is it going? Did you ever finish the implementation of ODE?
#20
06/11/2004 (5:34 pm)
Interesting. I hope to see some Torque ragdoll soon.
Associate Kyle Carter
I recently implemented such a system. Unfortunately, that approach doesn't take into account the joint limits and interpenetration constraints that a real ragdoll needs, so the results, while interesting, aren't very believable.
Adding the necessary constraints to the simulation is a decidedly non-trivial task; my next try will be using ODE.