Revamped FALL

Revamped FALL

Requests for features in the spring code.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Revamped FALL

Post by Argh »

This is a really minor request, so no biggie if nobody feels like messing with it, because it'd probably take a few hours.

But I was thinking that it would be cool if someday the FALL event was allowed to be used with parameters for the vector, MyGravity, the radius of the object that's falling, the bounciness, friction and mass. The whole Havok thing made me remember that that's one area that's still very rough, imo.

It'd be nice, for example, to make stuff fall at a speed that made sense for the simulated scale, as opposed to the absolute scale of Spring, so that we could do buildings that fell apart in "slow motion" that was physically accurate, and randomized.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: Revamped FALL

Post by REVENGE »

That would be FUCKING WIN.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Revamped FALL

Post by Argh »

Yeah. I've been faking it with code, but meh, there are a lot of potential uses for this- everything from making stuff feel more "massive" to fairly detailed object destruction (not FPS-level mesh-collision stuff, mind ye, but at least it'd look good at a distance).
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Revamped FALL

Post by AF »

tbh this seems like it would be easier to implement in lua than cob. Movign animation code to lua would make things a lot easier. It would certainyl make additions and fixes easier, and ti would make life far easier for anyone wanting to build animation tools.
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KDR_11k
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Joined: 25 Jun 2006, 08:44

Re: Revamped FALL

Post by KDR_11k »

Also changing anything about COB requires changing Scriptor. Noone wants to do that.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Revamped FALL

Post by lurker »

KDR_11k wrote:Also changing anything about COB requires changing Scriptor. Noone wants to do that.
No, just changing BOS. Wimps.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: Revamped FALL

Post by REVENGE »

In any case, even with the current commands available in lua synced ctrl, it seems like you could code a pseudo advanced physics engine, one that does all of the above, plus takes into account stuff like wind, etc, and applies these effects to units at least (not animation, mind you).

My question is, would this be really really expensive performance wise?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Revamped FALL

Post by AF »

A lua animation would be slow, but the onyl reason it is slow is because of the cob<->lua overhead. An animation format based entirely in lua using spring lua APIs would be far far faster than cob and it would also allow much greater flexibility.
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