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Post Topic: Realtime Lava, Realtime Chains, Dynamic Destruction and much Posted 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=Ef2NFvDguukIf you want to know how anything works I would be happy to explain.
You cant spell Slaughter without laughter
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Fortran  |
Has no life | Member since: 27.12.2007, 01:50 | Posts: 6478 | Location: Nottingham |
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Post Topic: Posted 27.02.2011, 01:05 |
Looking good, nice selection of systems there. Nice job  Chains seem to work great.
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Yaxxo  |
Uber Modder | Member since: 08.03.2010, 17:18 | Posts: 1759 | Location: Netherlands(NL) |
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Post Topic: Posted 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
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LoNer1  |
Experienced Modder | Member since: 24.10.2010, 21:39 | Posts: 430 | Location: In the universe...(Netherlands) |
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Post Topic: Posted 27.02.2011, 01:49 |
Yeah, lava looks stunning! Loving the work you've put into this
Hellow, i am ^^ today
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.gametime.  |
Hardcore Modder | Member since: 23.09.2009, 19:59 | Posts: 893 |
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Post Topic: Posted 27.02.2011, 15:18 |
cant view the video. mind posting images?
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Cry-Styves  |
THE Shader Guy | Member since: 11.09.2008, 21:08 | Posts: 3006 | Location: Frankfurt |
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Post Topic: Posted 27.02.2011, 16:38 |
Look awesome, the lava is really sweet!  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.
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Post Topic: Posted 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.
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Post Topic: Posted 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
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modsuki  |
24/7 Modder | Member since: 02.02.2007, 07:25 | Posts: 4445 |
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Post Topic: Posted 27.02.2011, 22:46 |
Wow! Many nice features
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otreum  |
Trained Modder | Member since: 01.02.2009, 12:25 | Posts: 292 | Location: Australia |
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Post Topic: Posted 28.02.2011, 01:07 |
The lava left me drooling  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
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Post Topic: Posted 28.02.2011, 09:09 |
Quote: Originally posted by otreumThe lava left me drooling  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  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
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Parsian  |
Skilled Modder | Member since: 05.07.2008, 18:24 | Posts: 657 | Location: CANADA |
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Post Topic: Posted 28.02.2011, 09:40 |
Navier Stoke simulation next???  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.
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LKrieger  |
Beginner | Member since: 31.12.2007, 13:17 | Posts: 59 | Location: Germany |
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Post Topic: Posted 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
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JSP92  |
Trainee | Member since: 31.01.2010, 01:02 | Posts: 163 |
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Post Topic: Posted 28.02.2011, 10:16 |
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Post Topic: Posted 28.02.2011, 11:03 |
Quote: Originally posted by ParsianNavier Stoke simulation next???  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
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