OverDose is a class, team& objective based multiplayer game set on a post apocalyptic Earth, were the Confederate Marine Corps and Marauders battle it out for supremacy over the destroyed cities of a war torn world. Using idTech2 as a base, we are writing our engine from the ground up to take advantage of modern day graphical options and details levels to bring you eye popping class based multiplayer mayhem. This isn’t just war... Its an all out apocalypse!

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xalener Aug 21 2012, 9:51am says:

well, it's a start. Can't wait to see where it goes from here.

I thought you guys were gonna go Bullet tho. Well, more like assumed.

+2 votes     reply to comment
Gavavva Author
Gavavva Aug 21 2012, 9:55am replied:

Bullet...? This is all Nicolas, his own code, hes not using external stuff.

+1 vote   reply to comment
delarobe Aug 21 2012, 10:40am replied:

i agree its nice to put ur own effort to create this stuff, but, since u guys are a small team trying to complete a big project, using an already codec physics system would save u alot of time

+4 votes     reply to comment
Gavavva Author
Gavavva Aug 21 2012, 10:45am replied:

No, it would waste more time...?

Take already existing code > Understand how it works > Retrofit it into existing code > Risk having to change already created code.


Code from scratch onto existing code.

I know which I would pick. A lot of people seem to think these things are all drag and drop type efforts, like "oh, yeah theres a physics system out there, just use that". It doesn't work like that. What about our colision system, our bsp? Our model types, animation system? Its the same as saying "why dont you just move to D3 code, its the same thing". Why, because its per pixel lighting? Its nowhere near the same.

Sadly, a lot of people don't see these things.

+1 vote   reply to comment
pfannkuchen_gesicht Aug 21 2012, 12:34pm replied:

I'd say if you implement already existing code and have to change a few things you're in a better position than starting from scratch and having a longer dev time after all and maybe even a worse physics engine with mayor flaws.

I'm pretty sure that writing a proper physics engine similiar to Bullet will take you longer.

But lets see what happens, maybe I'm totally wrong here and you have some of the absolutely top coders out there.

+2 votes     reply to comment
Gavavva Author
Gavavva Aug 21 2012, 12:44pm replied:

First of all, we have specific plans for what we need, and they are simple things such as boxes and cans moving around when shot/blown up. We don't need/want rag doll or anything of the sort, simply because, well, we can't. How would that work if when a player dies, he goes into a "waiting for medic" animation?

So yeah, theres that.

Also, I dont think you really understand the differences here.. Its not a simple line change. You can't take, for example, Doom 3's code and drop it in here, because the colision system and bsp system is totally different. It wouldn't be a single line, it would be near enough the whole thing. So, you would actually spend MORE time changing it to work with whats there, than just making your own.

If it really was as easy as just grabbing an already existing physics codebase (of which there are LOTS), don't you think everybody would have done it by now, in the hundreds of other source ports...?

0 votes   reply to comment
notaclevername Aug 21 2012, 2:46pm replied:

"We don't need/want rag doll or anything of the sort, simply because, well, we can't."

Oh well that kinda sucks.

+1 vote     reply to comment
Gavavva Author
Gavavva Aug 21 2012, 2:54pm replied:

Really... It sucks? Because it looks so bad in Call Of Duty, right? :p

Remember what happens when you "die". You go into a "help, medic" animation. Its not a case of not being able to do it, its a case of not needing it.

+1 vote   reply to comment
DELTΔ Aug 22 2012, 12:44am replied:

Actually I think it does look terrible in COD :p But that's just my opinion, you guys do what you want. it's your game. (Though implementing a physics library like bullet isn't very hard (speaking from experience) and would be a superior system in too many ways to count.. Just advice, not an order or anything :p )

+3 votes     reply to comment
Argoon Aug 21 2012, 4:49pm replied:

Ok i applause the effort but i really can't say i liked the physics behavior, even Severance blade of Darkness a 2001 game add more "realistic" physics behavior, if you guys can't make it better then IMO you should kill physics altogether and go static, there's no shame on that, id decided the same for Rage. Your work so far looks so professional and nextgen that again imo having so old school and lackluster physics does your guys no good.

Sorry Nicolas i hope you comprehend my opinion.

+2 votes     reply to comment
Gavavva Author
Gavavva Aug 21 2012, 5:26pm replied:

Damn it... If only I said it was a VERY early physics test of code thats only just made it in... If only I saw that a box, ball and barrel couldn't possibly all act the same... Geeeeeeeeeeeeeeee....

0 votes   reply to comment
Argoon Aug 21 2012, 7:19pm replied:

Sorry if my reply is not what you where expecting but has a fan of your work my job should to give you guys my true opinion not saying "guys that looked awesome!!" (even though that is what all developers want to ear) but on the backstage think man that really needs more work. Once again i gave you my true opinion and i just hope that instead of discouraging you guys it makes you more strong, also i realized now that my BOD remark was unnecessary and for that i'm 100% sorry. :(

+2 votes     reply to comment
Lockdown323 Aug 21 2012, 9:39pm replied:

Well very early build != bad, hardly functional build. Your followers aren't in the team, we don't know how much better it will get. From our perspective, this is all we know about the physics system and we want to make sure you're improving it.

I also hate to see the way you're replying to some of these comments. Game developing might be frustrating as hell, but try to stay professional.

+3 votes     reply to comment
Gavavva Author
Gavavva Aug 22 2012, 6:27am replied:

Most people have at least some form of common sense. You would think that when somebody sees "early" they think "before its ready" or "before its time". The fact is, we show stuff to show things being worked on, and don't have to at all.

So, I'll post the next update in 6 months time now.

-2 votes   reply to comment
Argoon Nov 6 2012, 10:40pm replied:

So instead of saying to me "Ok thanks for your opinion but don't worry it will look better" you say i lack common sense and give me a condescending reply, i know you don't own me anything has this is a free mod, but the lack of professionalism you seam to show and with how you reply to potential users or even partners, will bite you one day in the *** and perhaps it may be one of the reasons you seam to be low on team members. With that good luck on your modding and game developing endeavors.

+3 votes     reply to comment
TheHappyFriar Aug 21 2012, 4:37pm says:

Neat, nice to see it being done by scratch. Bet way to get 100% of what you want! :)

+1 vote     reply to comment
brandobin Aug 21 2012, 10:19pm says:

As someone just getting into coding, I'm easily impressed, but I'm astounded by the fact that you're building an entire physics engine from scratch. On the subject of death anims v/s physics, Turok (the origional) has some of the most satisfying deaths in the fps genre because of the wide number of death animations/enemy;. My point in this is: my understanding is that you are not going to have death physics, which I think is fantastic as long as there are a lot of different animations.

+1 vote     reply to comment
xalener Aug 22 2012, 9:07am says:

Well, it is really cool to see an incomplete physics system. It's the kind of stuff one usually never sees.
As cool as ragdolls would be, I understand the decision to omit them from a game with a "down" system (what about headshots though?) . Still, games like Killzone2+ and Gears of war had a good balance of animated deaths and ragdoll deaths. However, if it really doesn't matter, then it doesn't matter.

+1 vote     reply to comment
Gavavva Author
Gavavva Aug 22 2012, 10:07am replied:

Head shots are in, of course. But not as common as you may think. Head shots happen:

* When shot in the head ONLY, up close with a shotgun..
* When shot in the head ONLY, with a sniper.
* When health is depleted on a "downed" enemy.

They are in, complete with full head swap and gib effect + animation.

+1 vote   reply to comment
pfannkuchen_gesicht Aug 22 2012, 12:38pm says:

about the "down" system clashing with physics: you could use animation blending.
Wolfire did it for example in Overgrowth for some stuff and it works pretty good.(they use bullet I think)

btw, weren't there grenades supposed to be in-game?
These would profit from ragdoll physics.

But whatever, do what you want, maybe it turns out better than expected.

+2 votes     reply to comment
[Berserk] Aug 22 2012, 4:12pm says:

This is just a basic physics system, and it won't get much better actually. It's supposed to be FAST, only for being able to push things such as barrels, boxes, and a few other random things. RtCW level physics really, with a few enhancements. Nothing fancy or worth a tech demo.

It was never my intention to recreate a complete and accurate simulation of rigid bodies. The idea is to keep everything as light as possible on both the server and the client systems. And to make my life easier too.

Perhaps later on, if we have enough time to spare, I may consider implementing a more accurate physics system (which needs an almost new collision system too, BTW), with all the bells and whistles that everyone seems to expect. But it's definately not a priority for us. It's not really needed for this kind of game. Gameplay in OverDose doesn't revolve around physics objects, and it's too much work to get it done right if we wanted to. And third-party physics libraries aren't just a plug-and-play thing either.

+2 votes     reply to comment
Argoon Nov 6 2012, 10:46pm replied:

Imo you should be the one talking with the community, this reply is much more professional and word minded plus responds perfectly to my reply, even if sadly is to say, no we will stay with this physics has they are, that is your choice and of course i respect that.

+2 votes     reply to comment
RawShark Aug 24 2012, 7:32am says:

Well I would like to commend all your hard work. Physics engine from scratch? Bravo my friend! Look forward to seeing your next update on this :)

+2 votes     reply to comment
hulk0 Aug 26 2012, 2:09pm says:

Dunno if someone already told you this, but your physics look kind of WEIRD! :P

+1 vote     reply to comment
[Berserk] Aug 27 2012, 7:05pm replied:

Yeah, but who cares? It's really not important. I don't even know why Gavin made a video of this, but it's ok.

Of course if somebody wants to step in and code a proper physics simulation for us, it would be more than welcome. Though I would prefer help in other areas of the code :)

+1 vote     reply to comment
NaikJoy Sep 3 2012, 10:05pm says:

This very early physics code that Nicolas put together is very similar to GoldSrc engine of Half-Life 1 and it's not so bad. A bit of tweaking and its good enough to push object and stuff. I'm proud that you made the decision or ambition to make the player able to climb and stuff. I'm following this project since 2007. At first I hated you guys cause you stopped working on retexturing and add effects to Quake 2 Evolved...but now I love your idea! Wish you luck and even stronger nerves of steel!

+1 vote     reply to comment
Dragonji Dec 14 2012, 1:58pm says:

Arm looks pretty plastic IMO.

+1 vote     reply to comment
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This is a very early test video showing you a couple of really boring, dull things, but showing you we are starting to add in a few extras.

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Aug 21st, 2012
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