physics

Softskinned & articulated platypus

After several hours of adjustments in blender, platypus has now more control points. As shown in the image above, mesh is controlled by invisible edges, acting as rubber bands. Playing a bit longer with group shrink and control points, and the model is really changing shape Model used is the Platypus from William Reynish under

Softskinned platypus

After nearly 9 month of inactivity, the development of softskin is back on tracks. Softskin is a module inspired by tensegrity for godot engine (what else?). Demo video:

Marble Marcher by CodeParade

CodeParade proposes an very interesting game/game engine that uses a smart physics computation related to fractal rendering. The result is Marble Marcher, an opensource (GPL-2!) game, available on itch.io and github. download on itch.io (windows only): https://codeparade.itch.io/marblemarcher compile the source: https://github.com/HackerPoet/MarbleMarcher

Soft skin

Currently working on a library of skinning called SofSkin. It’s purpose is to make skinning in a different way: less rubberish and more mesh/geometry-oriented. The idea is to use edges of the mesh as springs that tries to recover their initial length by pulling/pushing on the vertices. The lexical field is focused on anatomy, to

Second phase of the work sending the user…

Second phase of the work: sending the user inputs from client to server and process the interactions. There is still a small issue with the relative position on the screen of the client, to fix tomorrow, and implementing visual feedback in the client.

Always the same surprise when one application controls…

Always the same surprise when one application controls another! In this case, the application on the left is running on my workstation, receiving and visualising the position and rotations sent by the laptop on the right. The laptop is running the physical worlds. Tomorrow I’ll remount the mouse control in the client (the one on

Urho3D demo session Great work tested on windows…

Urho3D, demo session. Great work, tested on windows and osx. The end of the video is the discovery of the editor. Try out the samples. All examples: Links: sourceforge: https://sourceforge.net/projects/urho3d/ official: https://urho3d.github.io/

same video on peertube a bit more than…

(a bit more than a technical demo this time) After finishing the work on shadows, it was time to play with the different materials possibilities. To explain a bit what you are seeing: at the top left, the 3 textures containing the shadow maps; transparent walls (wireframes) are not take into account in the shadow

Visualisation of contact events in the engine Wireframe…

Visualisation of contact events in the engine. Wireframe objects are the actual physical objects. The small plain spheres are placed at the position of the contact (or the average of all points), and reacts to impulse. Impulse is one of the components of the forces applied on the objects while bullet resolves the world. Legend:

Precision tests with bullet

Small demo of the current state of the refactoring on Tuning Game 3D. The code has been completely torn apart, some features have been moved to the engine, the rest is currently heavily refactored. One of the things that works much better than before is the localisation of the pointer when the user is grabbing

1K spheres 7 static boxes It has been…

1K spheres, 7 static boxes. It has been a hard day: the communication between Bullet and Ogre has been completely reviewed: update of the physical world is now linked to the Ogre rendering cycle through Ogre::RenderQueueListener, meaning a more consistent frame cycle; PObjects (any renderable object in the scene) are smart enough to update the

Not very sexy but very useful there are…

Not very sexy, but very useful: there are 2 new methods in the bullet wrapper that enables retrieval of an ordered list of the collisions along a ray. The job was super easy, thanks to the bullet lib consistency and documentation. The object to use is AllHitsRayResultCallback. Once processed, it returns a list of bodies

Polymorph weekly news #9

No news is good news. Polymorph is alive and kicking. The train is on its tracks. The ball is rolling. It’s already almost a week since I’ve chatted with @frankiezafe and @louise about the advancements of their project. You might have also noted that they don’t post much either on this blog. As François says