MV3D Development Blog

November 15, 2007

Issues

Filed under: Uncategorized — SirGolan @ 10:41 am

So, my initial new style object using a body is finished. The server side is 80 lines of non-shared code. The client side is 0. Since it’s just a physical object that has no special other qualities, all the client side code is shared. In fact, I suspect most objects will share the client side code. The only differences will be things that have more complex physics like bipeds or cars. The reason for this is that in order to make things move smoothly on the client, I need to mirror the physics there.

Speaking of bipeds.. They are pretty hard to simulate in physics engines. I’ve probably talked about it previously here, but I do it by creating a capsule (pill shaped object) for the body that is attached to a non-physical object for the head. Every update, the capsule is set to stand on end. At this point, you could walk around– kinda. However, you’d basically be dragging your ass along the floor. Simulating feet in a realistic way is very complicated, and I feel is getting way too crazy for a MMORPG. Instead, I cheat. I cast a ray down from the bottom of the capsule and check where it hits something. If it hits something in range of the length of the character’s feet, I push up on the capsule. This way, it floats in the air. When you encounter stairs, as long as they are below the bottom of the capsule, the player will appear to walk up them. Otherwise, they are “too high” and it will just bump into them. Anyway, this is a fairly common approach and works well. It’s when you get into simulating virtual knees that bend when you land hard that gets tricky. Also, if the player is standing on something that is moving, he should move with it. I had all but the last part working well before, but copy/pasting it and then doing a little refactoring seems to have broken it. The specific problem now is that the ray cast results are used to determine if the player is on the ground, however, it keeps bobbing up too high to register the ray cast and then falling back down. So, hopefully I can come up with a good solution to this. I also need to add the part about moving the player if the object he’s standing on moves.

Now, those aren’t really the issues I’m talking about. Here they are:

The first one is disturbing. I have no idea what happened. All of a sudden, there was an ogre head on the horizon. I turned around to get a closer look and it was gone. The second one is just confusing. I re-built the female model, but now, the torso is facing the wrong way. :)
Speaking of rebuilding models. I’ve a) gotten very good at applying skeletons to models in 3ds max, and b) FINALLY FINALLY found a 3DS Max->Ogre exporter that works. Ok, so there’s another one that works, but it takes a few days to get a model right. This one, it’s right on the first try. With the other one, you’ll get a properly exported mesh, but when you play an animation, it distorts the heck out of it because the bones are in completely the wrong position. Anyway, I found some simple free 3d models out there and was able to properly export one of them:

Just got to get the biped working again, change the terrain and water objects to use bodies, and then, I think it’s on to Axiom.

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