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Sagdoll | Locked | |
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Mar 23 2005 Anchor | |
I'm releasing version 1.1 of Sagdoll, my ragdollesque techdemo for Quake 1. I've tidyed up the code a lot, and made a few major efficiency improvements. Also, limb movements are MUCH smoother, especially in slowmo. Oh, and I've also included the source code, so if anyone fancies adding this to their mod, go right ahead. I've still got to deal with the clipping limbs bug, but I'm working on it, honest! -- Defeat in Detail 2 - Standalone RTS Game |
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Mar 23 2005 Anchor | ||
Needs some work, but still it's awesome -- |
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Mar 23 2005 Anchor | ||
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Mar 23 2005 Anchor | |
Hehe, Sagdoll = sad-doll, sounds like an emo mod Joking. Good works! --
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Mar 24 2005 Anchor | |
Cheers guys. Hey, RottenTurd, weren't you working on adding a physics engine to Quake a while back? How'd that turn out? -- Defeat in Detail 2 - Standalone RTS Game |
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Mar 24 2005 Anchor | ||
Oh yeah, the Tokamak nightmare It's supposed to be faster than Newton & ODE, but it has a ton of bugs and not much support from the authors. I was able to get boxes to stack & tumble in Quake and I was able to assign Tokamak physics objects to the Quake entities, but I had to hack a physics platform aligned to the floor plane because I couldn't figure out how to load the bsp triangle stream into Tokamak. That's about as far as I got before I tossed it aside in frustration. I was going to try again in a few months, but after seeing what a pain it is to implement a 3rd party physics engine I was actually going to attempt to enhance Quake's physics instead. Thanks to sag-dolls I don't need to now! Anything done natively in Quake will run a lot faster than the 3rd party physics engines anyhow. |
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Mar 24 2005 Anchor | |
nice job there, Mauvebib -- OMG it's teh Raaaaammmbooo!!! |
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Apr 3 2005 Anchor | |
Sorry for the bump, but... New Sagdoll version 1.2 Loads of bug fixes, loads of gore and new dismemberment -- Defeat in Detail 2 - Standalone RTS Game |
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