Sunday, August 16, 2009

I am evaluating PhysX (through the StillDesign C# wrapper) as a replacement for JigLibX.

Im sure it won't be perfect (game physics is at best a black art!) but i've seen a few videos on youtube where it looks great. And being owned(?) by Nvidia, its bound to be much more mature than ODE/JigLib/etc.

Saturday, August 15, 2009

Tonight I made a flic file parser. Flic files are animation files. Looking through the Data\Anim folder, I found some funny images that were obviously used during development before being replaced with the final versions. I just love hidden stuff :)

Tuesday, August 11, 2009

I havent had much time to work on this lately - im in london for 2 weeks working on a project 7 days a week.

So basically, the way it seems to work - there are many of these structures in the car file:

Vertex index
bbox min
bbox max
scale1
scale2
list of affected vertices


So taking a vertex, if it collides with something, it can move within the defined bbox. The amount it moves for a collision is scaled by either scale1 or scale2 (not sure how this is determined yet).

Then the list of affected vertices is used to move points around the main vertex to make it look like the bodywork is compressing around it. Each affected vertex has some sort of scale (1-255), at 1, all vertexes move down, at 255 they all move upwards.

Tuesday, August 4, 2009

Ok, im 90% of the way to figuring out the crush data! :) I spent literally all day on it yesterday, and have got to the point where i just need to figure out what a few more numbers do before I can implement it in my engine :)