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User avatar   Beginner BeginnerMember since: 29.03.2008, 22:39Posts: 62 Likes: 0
 

 Post Topic: Realtime Lava, Realtime Chains, Dynamic Destruction and much
PostPosted 27.02.2011, 00:47 
I decided to put together a montage of all of my WIP stuff. Alot of it is very rough and has plenty of bugs (which I didn't have time to show). Heres a list of everything

The Death Truck
Custom Slowmotion (Seen in Death Truck Scene)
Concept Flamethrower
Wars Paradise Multiplayer map
Multiplayer Grapple Guns (on Wars Paradise)
Gravity Particles
Material Vertex Deformation
Dynamic Lava
Real Time Chains
Dynamic Destruction-Breakables 3.0
Shockwave

Heres a video of everything
http://www.youtube.com/watch?v=Ef2NFvDguuk

If you want to know how anything works I would be happy to explain.


You cant spell Slaughter without laughter

User avatar   Has no life Has no lifeMember since: 27.12.2007, 01:50Posts: 6478Location: Nottingham Likes: 2
 

 Post Topic:
PostPosted 27.02.2011, 01:05 
Looking good, nice selection of systems there. Nice job :) Chains seem to work great.


Associate Producer - New World Interactive
  Uber Modder Uber ModderMember since: 08.03.2010, 17:18Posts: 1764Location: Netherlands(NL) Likes: 6
 

 Post Topic:
PostPosted 27.02.2011, 01:43 
oh god, those are some really really really awesome mods, the deformable vertex thing is a bit weird tho, but most things like the dynamic lava and the flamethrower are really cool, the chains also might be a really cool replacement for ropes, they look quite performance heavy tho, but they look very very awesome


[22:58] <Leon35> even more proof that D_wolf cant argue
[22:58] <Leon35> he almost always redirects points to personal insults
[22:58] <D_wolf> says the pothead
User avatar   Experienced Modder Experienced ModderMember since: 24.10.2010, 21:39Posts: 430Location: In the universe...(Netherlands) Likes: 0
 

 Post Topic:
PostPosted 27.02.2011, 01:49 
Yeah, lava looks stunning! Loving the work you've put into this ;)


Image
Hellow, i am ^^ today
User avatar   Hardcore Modder Hardcore ModderMember since: 23.09.2009, 19:59Posts: 986 Likes: 24
 

 Post Topic:
PostPosted 27.02.2011, 15:18 
cant view the video. mind posting images?


User avatar   THE Shader Guy THE Shader GuyMember since: 11.09.2008, 21:08Posts: 3046Location: Frankfurt Likes: 47
 

 Post Topic:
PostPosted 27.02.2011, 16:38 
Look awesome, the lava is really sweet! :D

Quick question though: What did you change in the vertex deformation mod? I can't see any difference between the mod and standard vertex deformation. :unsure:




Last edited by Cry-Styves on 27.02.2011, 16:38, edited 1 time in total.
User avatar   Beginner BeginnerMember since: 29.03.2008, 22:39Posts: 62 Likes: 0
 

 Post Topic:
PostPosted 27.02.2011, 21:37 
Quote:
Originally posted by Yaxxo
they look quite performance heavy tho, but they look very very awesome

The chains do cause a fair performance drop. The big chain uses 50% of my cpu (AMD Phenom II 965 @ 4.0ghz), but its understandable as each big chain is made up of 168 separate physical entities, held together by 168 constraints. The smaller chains I have implemented seem to run with out any trouble though.


You cant spell Slaughter without laughter


Last edited by SlaughterMaster on 27.02.2011, 22:11, edited 1 time in total.
User avatar   Beginner BeginnerMember since: 29.03.2008, 22:39Posts: 62 Likes: 0
 

 Post Topic:
PostPosted 27.02.2011, 22:27 
Quote:
Originally posted by Xzero
Quick question though: What did you change in the vertex deformation mod?


Nothing really. I just thought it was a cool engine feature that has lots of potential. I am currently learning C, and want to take a crack at modifying it in the source code. I would like to try make it so you could "edit" the model to a degree in game. Like maybe make a beam dynamically bend.


You cant spell Slaughter without laughter
User avatar   24/7 Modder 24/7 ModderMember since: 02.02.2007, 07:25Posts: 4954 Likes: 127
 

 Post Topic:
PostPosted 27.02.2011, 22:46 
Wow! Many nice features :D


My Crytek News Blog - http://bit.ly/aFSbnP
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My CryEngine Screens - http://bit.ly/wIDNDJ
My Youtube - http://bit.ly/xIg1l1
My Twitter - http://bit.ly/yZtaoH0
User avatar   Trained Modder Trained ModderMember since: 01.02.2009, 12:25Posts: 295Location: Australia Likes: 4
 

 Post Topic:
PostPosted 28.02.2011, 01:07 
The lava left me drooling :P

This is some seriously awesome work and I hope that your C programming training lifts off like it looks like it's doing/done. It's not easy, but certainly opens up a whole world of possibilities being able to program, as you've just demonstrated :D


User avatar   Beginner BeginnerMember since: 29.03.2008, 22:39Posts: 62 Likes: 0
 

 Post Topic:
PostPosted 28.02.2011, 09:09 
Quote:
Originally posted by otreum
The lava left me drooling :P

This is some seriously awesome work and I hope that your C programming training lifts off like it looks like it's doing/done. It's not easy, but certainly opens up a whole world of possibilities being able to program, as you've just demonstrated :D


Thanks, I tryed pretty hard on the lava but I still think its not good enough. Ive been looking at Nvidia's Physx liquid and may try to modify the particle system with C/C++. If I can make the particles collide with themselves (and use 3D spheres instead of 2d circles) I think I could make the lava actually fill containers and split into droplets in mid air.

Also my programing class only started 2 months ago, so I'm still a novice. None of the mods in the video use C/C++ implementations. Everything shown was done either with standard particle editor, material editor or flow-graphs.


You cant spell Slaughter without laughter
User avatar   Skilled Modder Skilled ModderMember since: 05.07.2008, 18:24Posts: 663Location: CANADA Likes: 3
 

 Post Topic:
PostPosted 28.02.2011, 09:40 
Navier Stoke simulation next??? :P can you some how define a viscosity? (i think u have managed that with the Lava).

Because, fluids and small particle flow are similar until you reach a point in which viscosity matters.

If you manage to simulate 3D spheres with each capable of interacting with each other, you are on your way to full blown Navier Stokes simulation. The only limit would be hardware. I so wish one could assign DirectCompute cores for the CryPhysics.



I love your N-coupled oscillator simulation (the chain).

CryEngine 2 physics is heavily underrated. It is not the physics that is the problem, the problem is coding. The engine is not multi-threat friendly understandably since its 4 years old...


Last edited by Parsian on 28.02.2011, 10:01, edited 2 times in total.
User avatar   Beginner BeginnerMember since: 31.12.2007, 13:17Posts: 64Location: Germany Likes: 0
 

 Post Topic:
PostPosted 28.02.2011, 09:43 
Absolutley Phenomenal!

These Mods are really really great! I hope you will finish them!
The chains, lava, destr. deformation and the shockwave are the BEST.

LK


  Trainee TraineeMember since: 31.01.2010, 01:02Posts: 163 Likes: 0
 

 Post Topic:
PostPosted 28.02.2011, 10:16 
f*cking amasing dude
User avatar   Beginner BeginnerMember since: 29.03.2008, 22:39Posts: 62 Likes: 0
 

 Post Topic:
PostPosted 28.02.2011, 11:03 
Quote:
Originally posted by Parsian
Navier Stoke simulation next??? :P can you some how define a viscosity? (i think u have managed that with the Lava).



The Navier Stoke simulation is over my head seeing as Ive only just started Calculus. But like I said on my youtube page i'm looking more at Nvidia Pyhsx liquid. The lava is actually pretty simple, its a bunch of circular particles, that leave a "tail" behind them which bends around objects. Over this I spawn similar refraction particles to vary the color and blend the gaps between particles. Id really like to make it like real liquid though.

The particle editor has dynamic friction and air fiction settings which I use kind of like a viscosity for different flow speeds. The particles engine seems to have little trouble spawning lots of geometry as particles. I am unsure if it lots self colliding particles with similar performance.

Plus I have high hopes for Cry-engine 3 and hope it will support greater multi-threading.


You cant spell Slaughter without laughter