Quote:
Originally Posted by Gammix
I don't see much of a difference. You can set object and environment properties in peppe's include to make object react accordingly when collision occurs. Its based on sphere physics and i am pretty sure you are using sphere to stimulate too, if not please tell me. Otherwise how can you call this accurate?
Accurate would be when you define each object models mass and also calculate weight dynamically while processing path.
You haven't provide much information about your plugin and claimed it more accurate.
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I'm really wondering how can you guys TELL me this and compare a small code written in PAWN with Bullet Physics?
Have you ever paid attention to the videos that Peppe released?? No matter how much mass and what functions he put in his include you use, still it's far from accurate, when the object hits a wall the reaction is awful!
No offense to Peppe, he made an amazing include but you can never compare it to Bullet Physics, come on!
Bullet Physics library is being used by GTA IV and no. You can create both boxes and sphere collisions.
Please fetch more information about Bullet Physics before comparing a BIG Collision and Physics Library to an include written in PAWN.
However here are some functions to make it ACCURATE (I'm still working on it to add more):
Code:
native SetLinearVelocity(index, Float:vx, Float:vy, Float:vz);
native SetAngularVelocity(index, Float:vx, Float:vy, Float:vz);
native SetTorque(index, Float:tx, Float:ty, Float:tz);
native SetFriction(index, Float:friction);
native SetRollingFriction(index, Float:friction);
native SetSpinningFriction(index, Float:friction);
native SetAnisotropicFriction(index, Float:x, Float:y, Float:z, mode);
native SetRestitution(index, Float:rest);
native SetDamping(index, Float:lin_damping, Float:ang_damping);
native SetContactProcessingThres(index, Float:contactProcessingThres);
native SetHitFraction(index, Float:hitFraction);
native SetMass(index, Float:mass);
native SetSleepingThresholds(index, Float:linear, Float:angular);
native SetWorldGravity(Float:x, Float:y, Float:z);
native SetStaticFriction(index, Float:friction);
native SetStaticRollingFriction(index, Float:friction);
native SetStaticSpinningFriction(index, Float:friction);
native SetStaticAnisotropicFriction(index, Float:x, Float:y, Float:z, mode);
native SetStaticRestitution(index, Float:rest);
native SetStaticContactProcessingThres(index, Float:contactProcessingThres);
native SetStaticHitFraction(index, Float:hitFraction);
Quote:
Originally Posted by davve95
Awesome! I wonder if there's something similar for SP aswell. Alteast there's a Bullet physics ragdoll mod aviable
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Game's CCollision and Physics simulation are also poor, I'm working on a mod to replace CCollision and simulation with Bullet Physics and release it on GTAForums
That would be a performance optimization for GTA:SA and much features can be used.
Vehicle doors got collision with that mod!