[ODE] Any BloodRayne 2 developers listening?

Jani Kajala kajala at gamebox.net
Sun Nov 14 22:37:07 MST 2004


Derek,

I haven't worked on BR2, but I do have done (stable) 3rd person game demo
using ODE, in which the character is simulated body with capsule collisions.
(for my co-authored book, 'Making Game Demo', hopefully to be published
before Christmas by WordWare)

Briefly what I did:

1) Updated the simulation 100x/sec

2) Didn't set body's velocity directly, used impulses

3) Aligned rotation manually between steps (could have used AMotor too I
guess)

4) Used global ERP of 0.2 and following contact settings: mode =
dContactBounce+dContactSoftCFM; mu=0; bounce=0.1f; bounce_vel=0.01f;
soft_cfm=0.000001f.

If you're interested drop me an email (jani.kajala (a) helsinki.fi) so that
I know to keep you in the loop about the book. I'll release (if I can) all
the source code in the book anyway so you can check it from there too even
if you don't want to buy the book.


Good luck,
Jani

----- Original Message -----
From: "Derek Arndt" <deekpyro at charter.net>
To: "ODE mailing list" <ode at q12.org>
Sent: Saturday, October 30, 2004 11:12 PM
Subject: Re: [ODE] Any BloodRayne 2 developers listening?


> To be more specific I'm having troubles with character movement (right
> now the player is represented with a sphere, and I'm setting the body's
> velocity, which I believe to be a bit awkward), general physics in the
> environment (not letting cardboard boxes sink into the ground, or
> jitter, or stick to anything and most importantly not report any or few
> ODE errors, like I said before I've tweaked just about every setting I
> could find and although it works in some situations, others it falls
> apart....for example if I stack a bunch of boxes on top of each-other
> until they are over balance and collapse looks pretty good aside from
> some corners stuck in the ground, but when I pull out where I can move
> the boxes around (like that anti-gravity thing from Half-Life 2) the
> max correcting velocity and such fall apart as I can move things
> through/into eachother (walls, other boxes, etc) which just looks bad),
> and dealing with items such as jumps (in Q3A jumps are configured to
> shoot you to a certain point in space, I would like to do that same).
> Those are the main items I'm looking into now, if I think of more I'll
> be sure to post them.
>
> Sorry for not being concise in the first post, hopefully I made some
> sense with this one.
> Thanks again!
>
> On Oct 30, 2004, at 3:26 PM, Derek Arndt wrote:
>
> > Hey there,
> >
> > I'm just curious if any developers have created a FPS or similar game
> > using ODE.  Games like BloodRayne 2 seem to do just a fabulous job
> > with the physics, when after a couple of weeks of tinkering my game
> > still feels pretty horrid.  I'd very much appreciate any help/advice I
> > can get from developers of this genre, just e-mail me back.
> >
> > Thanks!
> > Derek Arndt
> >
> > /*
> > http://www.dereksucks.com    _game development is just my forte_
> > */_______________________________________________
> > ODE mailing list
> > ODE at q12.org
> > http://q12.org/mailman/listinfo/ode
> >
> /*
> http://www.dereksucks.com    _game development is just my forte_
> */
>


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