Jump to content

PhysX Source on GitHub


Recommended Posts

Sounds great, I guess.  Physics in JK would be pointless more or less same with cloth physics at this point.  It would make the game more intensive on the hardware and for what exactly, cloth and ragdoll?  Someone has the time and energy they can just do animated simulation of cloth movement on models and that would be more likely/get done sooner instead of cloth physics plus it would be less intensive on peoples computers and it would still look just as good if someone does it right.  That's what kotor 2 did and I haven't heard anyone complain about that.

 

Not like anyone else would use it for anything beyond those things like most games have done.  Maybe for some kind of map puzzle it would be nice from a level creation standpoint but considering how many have dropped off from playing JK through the years, I don't see it anymore so like JK4 or game overhaul mods as really making people interested in playing the game again.  Not to mention even for sandbox, already plenty of alternatives all set and ready to go that you don't even have to mod or work on to make use of any kind of physics engine.

 

Cloth physics save grunt work for people who do models but people would also have to download/make use of the altered game source and considering OpenJK probably still has a ways to go before it's more functional for full on player use, physics of any kind is something going even beyond core game/bug fixes and who is really gonna be left around at that point to make use of it, much like a finished or complete OpenJK.

Link to comment

Yeah this would be great coupled with a fully working rend2. Wouldn't there be some sort of license or something?

 

@@Oobah

 

If someone cannot run the physics, I'm sure they could just turn it off and go back to the current look. Changing the GLA will cause all base GLA rigged models to become unusable. Only a code change will allow base GLA rigged models to work on the new GLA, but even then they cannot use the cloth sim bones unless they are re-rigged.

Link to comment

Put it in OpenJK :D

1. Don't need it

2. It belongs in a mod

3. It's not compatible with our (GPLv2) licence

4. PhysX isn't the only physics library around, it's not like we've been waiting for a physics library to be available, so it's weird to request it just because the source was released

5. It's not drag and drop, it requires a lot of coding to get it working

 

Same goes for most requests like this (physics, cloth physics, photo-realistic rendering, DDoS protection, etc) - it's nice to have an idea, but there are plenty of things that make it impractical or impossible.

DT. and Exmirai like this
Link to comment

If someone cannot run the physics, I'm sure they could just turn it off and go back to the current look. Changing the GLA will cause all base GLA rigged models to become unusable. Only a code change will allow base GLA rigged models to work on the new GLA, but even then they cannot use the cloth sim bones unless they are re-rigged.

 

Not terribly concerned of if or if not someone can run the physics.  My general view was it would end up for ragdoll and cloth physics which really doesn't seem worth the effort for really anyone to do.  For mapping and making maps that make use of certain puzzles possibly, but physics in general is just one big cosmetic setup.  Doesn't really serve to much purpose looking at the half of dozen cames that have added it in since video games jumped into more 3D and vibrant worlds.  As much as I would enjoy the idea of cloth physics the amount of work between a coder and modelers even is to large.  This is why the mention of animated cloth, this only requires 1 specific person or group to dedicate to it, group would get more of the work done though.

 

Animated cloth means even people on the core base game with just the standard patches or even mods used can make use of said animated cloth.  Both ways honestly require people who know what they're doing to deliver it.  Animated cloth just seems more likely in terms of a time frame plus someone would have to recompile all the models to the new bone setup as well.  Be like any other large scale project going on now honestly if anyone was to jump on it but I doubt anyone will.  Not to mention animated cloth could work across the board for any mod currently in place as well, even people using older outdated content would simply have to download the pk3 with all the models recompiled to the new bones which also probably might get a bit big due to how much content, even potentially custom ones, that would have to be resetup on the new bones.  Have to more or less setup a new _humanoid to replace the old one but like using JA to JO models probably see all non models without the new setup get all crazy with how they function or work.  Or perhaps it would be more like JO to JA where they just don't make use of the animations tied to specific tags or bones like the kata for dual sabers on a rigged JO model in JA. 

 

If someone wanted to go to the effort they would be better off also adding in some other new animations for modders to make use of for more emotes as icing on the cake.  Anyway, enough day dreaming.

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...