Product Chat / For my next trick, or who says physics is broken?

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AmenMoses
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Posted: 13th Mar 2018 20:22



And the spaghetti code:




The Prompt is just there to show you the 'name' of the hinge each door has.
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GraPhiX
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Posted: 13th Mar 2018 20:44
its ok then ? will do some more mmm how about a drawbridge could use the chains with it ?
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AmenMoses
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Posted: 13th Mar 2018 21:47
Sounds a bit big!

What happened to the swing?
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GraPhiX
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Posted: 13th Mar 2018 21:52
LOL ok swing it is ha ha ha
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Flatlander
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Posted: 13th Mar 2018 22:36
Tarkus1971 wrote: "I think we need a new badge created for AmenMoses's work here, this is just amazing stuff. The new badge should be "Physics Champion" "


I agree but I actually want to donate some Euros or dollars for his work. I'm assuming this all is going into the final build if not already in the preview and he deserves a monetary income for his expertise. Even so, he probably would not get what he is worth or asks for on a professional basis; unless becomes a community wide donation.
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AmenMoses
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Posted: 13th Mar 2018 23:34
It's a nice thought but I already give my accountant enough headaches as it is!

Maybe a free copy of any games you make using my scripts? Not that I really play a lot of PC games, prefer Nintendo 3DS or Switch games. I'm about 40% of the way through Layton's Mystery Journey, and yes I have completed all the previous Layton games.

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AmenMoses
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Posted: 14th Mar 2018 22:03
Update.

I've pushed the latest stuff, including the physlib and pickuppables scripts to GitHub.

Haven't fixed the scaling issue fully so just use it with unscaled entities for now, push/pull force is probably a bit excessive but I left it the way it is, use the 'weight' parameter to control it, i.e. the lower you set it the further/harder you'll be able to throw stuff. (be carefult throwing exploding entities as they will explode on contact with other entities! )

I discovered that the 'collisionscaling' fpe parameter is not applied to simple shapes (box/cylinder/sphere) at present so I may add that next. That will allow the collision shape to be smaller than the visible shape, that way doors can be a tighter fit in frames for example and allow the models to have visible hinges and other 'sticky out bits' that don't get in the way collision wise.

When (if?) Lee includes the changes in a release I'll start a thread in the scripts forum where I can put examples, of things like hinges and chains and show how to handle collision detection and all the other cool stuff. I'll also keep adding to the physlib module as I think up new utility functions.

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Flatlander
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Posted: 15th Mar 2018 01:37
AmenMoses wrote: "Maybe a free copy of any games you make using my scripts?"


I hope I'm still around when saving a stand-alone is solidly working. Right now it's still pretty iffy. All the way from not even loading the created terrain to getting a fatal MS error to the point they ask you to send them a data file.

I'm biting at the bit for your scripts. The newest preview has the pickuppable script. However, you can't seem to throw the object but only releasing it in order to stack objects. An old pickup script that I had purchased through the store had one major flaw (not the author's fault) that you can go through walls with the object held. Your script takes that into consideration probably because of some new additions to the core engine or something like that. What do I know. I'm talking to a genius with math and physics.

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AmenMoses
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Posted: 15th Mar 2018 09:36
The first pickuppables script (actually it's about the fourth iteration, I wrote the first 2 years ago!) only has pickup/carry/stack/drop as that was the one I sent Lee about a month ago or more, the push/pull/throw and improved collision detection needed more engine additions which I've only just pushed.

All of this should still be considered 'Beta' btw, as I've been saying for ages now I need feedback from users in order to polish the ....
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Tarkus1971
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Posted: 15th Mar 2018 17:42
sounds great amenmoses, I hope lee will add these as soon as he can. Still making a level here with the pick up and stack stuff and it is working really well.
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AmenMoses
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Posted: 17th Mar 2018 20:55
I promised earlier that I was going to provide users with an easy way to use 'hinges', I may have mentioned names (a few times), well here are the named hinges all in one video to demo the range available in the physlib module.

I will provide small scripts that can be added to any dynamic entity, the name of the entity triggers the hinge constraint to be generated.

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Pirate Myke
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Posted: 17th Mar 2018 21:59
Outstanding.
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granada
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Posted: 17th Mar 2018 23:20
One word ,fantastic .

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AmenMoses
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Posted: 20th Mar 2018 21:45 Edited at: 20th Mar 2018 21:47
Had to share another video, this is just too much fun.

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granada
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Posted: 20th Mar 2018 23:26
Looks like you have cracked it .

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AmenMoses
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Posted: 21st Mar 2018 19:39
Slightly better version:



The frame is from Mega Pack 2 btw, part of the church I believe.

The top link is simply a static one, all the others are hinges. I think it looks realistic enough.
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granada
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Posted: 21st Mar 2018 19:53
Nothing stands out as wrong ,to me it look great.

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GraPhiX
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Posted: 21st Mar 2018 19:58
oh poo I'm so sorry I have not done the hanger for the chain I totally forgot will get it done asap it looks perfect btw brilliant job
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MStockton
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Posted: 22nd Mar 2018 14:55
I absolutely can't wait to see this all refined and ready to go. These are things I've needed desperately for the last three months, and just in general for the last three years.
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OldFlak
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Posted: 22nd Mar 2018 22:44
Yep, wow - just wow

You know your really starting to make me look very amateurish in this 3D world.....

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AmenMoses
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Posted: 23rd Mar 2018 14:01
If you don't get paid to do something then by definition you are an amateur, no matter how good at it you are!

I work on a daily basis with plenty of 'professionals' who I wouldn't personally let anywhere near a keyboard if I had any say in the matter.
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AmenMoses
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Posted: 24th Mar 2018 16:09
Another hinge demo:

(models came from http://www.reinerstilesets.de/)



I'll add trigger code and player damage code to the script later.
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AmenMoses
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Posted: 24th Mar 2018 16:33
There are some pretty cool models at that link.

Now what can I do with this one?

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SpaceWurm
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Posted: 24th Mar 2018 18:46 Edited at: 27th Jul 2019 14:45
Is the player able to push objects without having to press a button?
AmenMoses
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Posted: 24th Mar 2018 19:05
Yes, sort of. The player capsule has a physical 'push' effect in the direction you are walking (that capability is already in GG, just set an entity to active and drop the weight and friction values down low and you can push it around).

But, it's not very easy to control as being a capsule shape you are basically pushing with a curved shape in front of you so things tend to move off to the right or left following the curve.

With the addition of the Lua 'Push' commands you can control how you push things around via script now, i.e. detect an object in front of the player and when within a certain range give it a 'push' in the same direction the player is travelling. The effect of the push obviously depends on the internal mass calculation that the engine makes for the entity but by fiddling around with the weight/friction values you can get a reasonable effect.

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Tauren
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Posted: 30th Mar 2018 16:38 Edited at: 30th Mar 2018 16:46
Hello, AmenMoses . Thank you for your wonderful work !
I have an idea - Is it possible to change the center of gravity to the selected entity ? For example, to an object like a big rock ? Default gravity goes down, but if it is possible to change the center of gravity ?
For example, if you are in space, then an attraction to an asteroid ?

I have an idea to use your script "Attaching an entity to another via Lua using generic functions" for attachment to an asteroid, however, this is little bit different.
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