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Cube & Cube 2 FORUM


Ragdollphysics

by Sniper on 04/18/2005 13:09, 36 messages, last message: 05/10/2005 11:19, 5792 views, last view: 05/11/2024 10:52

Should it be possible to implement ragdollphysics?? Look at www.dismountlevels.com, Jethro programmed this stuff. (I made some mods to that game -> www.snipergen.tk)
I just discovered cube and it looks great.

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#1: ..

by makkE on 04/18/2005 14:21

heh, that dismount-levles game is pretty fun.Intresting.

But I don´t think ragdoll physics are something to be considered in cube.
Cube is simple and minimalistic,ragdoll physics ain´t.
Plus I wonder what that should add to the gameplay.

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#2: I agree with Sniper

by Leth@lethonline.com on 04/25/2005 09:07

I agree Sniper, Ragdoll Physics would make cube very interesting; makkE-give it a try and you'd fall in love with it.

Aard, try it out hermano! :)

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#3: Re: I agree with Sniper

by Pxtl on 04/26/2005 04:41, refers to #2

Well, that would require whole new model formats - MD2 and MD3 are incompatible with ragdolls.

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#4: ..

by makkE on 04/26/2005 04:51

Yes, indeed. I don´t see why people always need to think whatever features the latest engine has must be implemented everywhere...while they don´t really seem to understand what those features demand from engines.. I have seen that on several boards that deal with simpler engines.. everywhere ppl ask for ragdoll physics, bumpmaps, normalmaps, even mesh subdivision has been asked here, all that shiny new stuff... gfx is just gfx.. there´s a lot more to a game than that...

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#5: Re: ..

by Pxtl on 04/26/2005 05:07, refers to #4

A friggin'men. Everyone has their pet features (for example, I absolutely love stencilled shadows and think its 100x as important as every other sexy new feature that they pump out) but ultimately the core of a good game is gameplay. The fact is that a project a small as cube will never be able to compete with the real monster-projects like the Unreal Engine, in terms of raw features, but it can still have good enough graphics to look nice and be informative, and then free up designers to work on gameplay.

Besides, more graphics means more work for content creators. Normal mapping and shader support means that modellers need to make normal maps and shaders.

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#6: ..

by Mevrouw Bauwens on 04/26/2005 13:18

I think there need to be cooler player models, I hate shooting at monsters. Did somebody create a human model (like in counterstrike?) this would be cooler than shooting at those patatoheadlooking creatures.
Did somebody play my Dismount Mod?? (www.snipergen.tk -> click on the images :-) )

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#7: Re: ..

by dcp on 04/26/2005 19:55, refers to #6

>>I think there need to be cooler player models, I hate shooting at monsters. Did somebody create a human model <<

hmmm... that sounds like: 'i love shooting at humans'...

very interesting...

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#8: ..

by jean pierre on 04/26/2005 21:19

Humans are whorst they are even easier in games infact they're just meat puppets thats unless of-course a strong like a wrestler or hercules.

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#9: ..

by jean pierre on 04/26/2005 21:19

Humans are whorst they are even easier in games infact they're just meat puppets thats unless of-course a strong like a wrestler or hercules.

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#10: ..

by jean pierre on 04/26/2005 21:19

Humans are whorst they are even easier in games infact they're just meat puppets thats unless of-course a strong like a wrestler or hercules.

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#11: ..

by Jcdpc Mozilla_is_teh_cookie_monster on 04/27/2005 05:56

Yeah, Jean Pierre, I think most people are just meat puppets too...

I think cubes graphics are fairly nice as they are, but a new feature like bumpmapping or a new lighting system that makes nicer-looking shadows would help give the game a fresh coat of paint.

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#12: Re: ..

by Aardappel_ on 04/27/2005 07:12, refers to #11

definitely, new lighting/shadows would be the #1 thing to improve cube graphically. But nothing is really easy.

Both shadowmaps and shadowvolumes have the problem that cube uses way too many lights... you'd have to totally relight levels, and have strong light culling to make it perform well on even the most recent cards. Cube's uniform geometry is not very optimal for shadowvolumes either. It would run slower than Doom3 unless you'd put a lot of effort into it.

Simply better lightmap/vertex lighting (round lights, taking surface angle into account, occlusion of non-walls) could be cool, but the big problem there is that there is no easy way to store the light information for this in the map structure, and to look them up during rendering (a cube would need to store between 1 and 8 light values, rather than just 1 as is now).

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#13: ..

by jean pierre on 04/27/2005 14:42

Sry didnt ment to tripple post its just the internet was slowed down now humans in games(doom 3 zombies)are easy to kill and even eaiser in real life especially if you own a sniper and shoot him from a window and that.

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#14: Re: lighting

by tentus on 04/28/2005 03:15, refers to #12

perhaps if you make shadow (negative lighting) entities something like this:

shadow R I T

R= Radius
I= Intensity (it'd be subtractive from the current lighting)
T= Target (wall, flooring, or ceiling)

it'd require twice the rendering, but it'd be the simplest way of adding some functionality. probably the easiest to code too.

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#15: Re:Lightning

by jean pierre on 04/28/2005 14:44

Shadow is already supported by not making light on it but if you got some other special idea's then i dont know.

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#16: Enough!

by dugout on 05/04/2005 12:48

Back to monsters---
I would like to fight orgo's with minds.
All that i see when i look at them is a potato running around waiting to be shot!

I would like some monsters to be stronger too. So i can shoot them for at least 30 sec then they die. Baul is the best because its strongest.

While im at it... ANY ONE HAVE SOME NEW AI's!!! i want a new scraching post.

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#17: Re: Enough!

by >driAn<. on 05/04/2005 12:51, refers to #16

Get the source code and make your own mod...

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#18: I'm not a programer!

by dugout on 05/04/2005 13:15

..

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#19: I'm not a programer!

by dugout on 05/04/2005 13:17

I'm not a programer

and whats the source code,
Where's the sorce code
and why is it a sorce code

I am also using linux

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#20: Re: Enough!

by jean pierre on 05/04/2005 14:40

He doesnt mean that to you he ment it for me that arsehole!

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