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-= Ragdoll Rope Physics =-, [SOLVED] =) Rope Demo inside..
kow
post Mar 10 2005, 02:39 AM
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any and all ideas welcome ..

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-- 3/20/05
SOLVED! .. i couldnt have done it on my own though .. thanks to those who posted here for all their ideas and their respective demos.


and thus i present to you guys .. ragdoll-rope-physics.. in its purest and simplest form.


http://forums.gamemaker.nl/index.php?showt...ndpost&p=785036
click above for post where it was solved.

if anyone has any WIP or creations that use this, Please Post here so i can see em =D

This post has been edited by kow: Apr 16 2005, 01:36 PM
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Scooternew
post Mar 10 2005, 02:49 AM
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ok i have an example game for you:

www.freewebs.com/scooternew

and then go to wrecking fixed link
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kow
post Mar 10 2005, 03:02 AM
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ok .. very smooth .. but its a line from the mouse object to the ball .. i need to show the links in beetween..

in other news .. this other example i found on the net no matter what i do the links are all jittery and shaky .. its pissing me off .. i deleted it ..

[edit]
by the way i guess ill mention that im also going to adapt the system i find into a sword .. the way i would use this is so when i swing it it bends around corners to strike a hit =P .. cant get more original then that in a 2d platform game ..

(ok i know your all going to end up leeching / saving this cool picture so im only going to put it up a few days till this gets solved .... )www.darksweeper.com/Mirror/Kow/logo_zero.bmp .. this is a sample of a "chain sword" if you will .. just wanted to throw this in so people get an idea of chain psysics i will use ....

This post has been edited by kow: Mar 10 2005, 03:14 AM
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Scooternew
post Mar 10 2005, 03:06 AM
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ok, in that case, just make the line chain sprites
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kow
post Mar 10 2005, 03:09 AM
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but i dont want a "line" .. it needs to have "curves" as it swings .. and bend and react appropriatly to the enviroment .... i need .. like a formulah and some psudo code .. thanks for trying .. but your example wasnt exactly what i was looking for. sad.gif

.. ill try to keep things simple .. i need a ball on a smooth chain that can work similar to what i said on my post above .. i can later shrink the ball to a tip to swing .. and i can make it not bounce and/or make the chain bend only so much etc etc later till it becomes what i want .. or heck i will even use the actual ball and chain in my stages as an obstacle too..

[edit]

this example is the closest to what i need that ive found .. http://forums.gamemaker.nl/index.php?showt...ndpost&p=178993 .. but its too jerky .. i wouldnt want them stretching around .. and they cant seem to all over lap at all .. they bump.. ( im currently experimenting with it .. but i still dont understand its math .. least i was right about the 2 objects thing.. now .. why is it jerky ...)

This post has been edited by kow: Mar 10 2005, 03:53 AM
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RhysAndrews
post Mar 10 2005, 04:59 AM
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Link didnt work on Service Pack 2.
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kow
post Mar 10 2005, 01:29 PM
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the darksweeper link ? i know for a fact its not broken .. but few people in other contries might not be able to see it.. not sure why .. the server is in the U.S. that might be a reason for it..

[edit] .. i really really dont get how i could tweak that demo to remove its jerkiness .. or secondly what to add to keep the links from spreading so much ... aka i want a way to limit their stretching ..

This post has been edited by kow: Mar 10 2005, 02:16 PM
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kow
post Mar 10 2005, 11:19 PM
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i think im taking this from the wrong aproach .. yes i need links, and yes i need a tip and a handle to affect the location of the links in between .. but rather then a stretchy wrecking ball on a bungie cord ... i guess what i need is more of a steady rope made of chains..

any ideas ?

This post has been edited by kow: Mar 10 2005, 11:20 PM
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Scooternew
post Mar 10 2005, 11:22 PM
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thats gonna be HARD - your gonna have to make many objects each with a different name and the same sprite, so it all looks like one chain, to get the desired effect
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kow
post Mar 11 2005, 12:41 AM
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my main problem is that i dont understand the physics in a rope at all ..

but supposeing i did .. i would make 1 start and one end of the rope object .. and then a "link" object with a ID .. i can have an array or something similar to control values at each part of the chain from whens a force comes from ....

... ..................... wait a sec thats exactly what they did in the demo up there i posted .. DOH .. but it seems the more i play with it the less i understand it ... can anyone figure out how to make the links NOT separate ? aka they keep touching each other ?

i dont get why theres 2 gravity and whats the stifness affect .. it seems to make them heavier ? wtf..

This post has been edited by kow: Mar 11 2005, 12:50 AM
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cdsand
post Mar 11 2005, 03:20 AM
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I saw you in my physics topic. The links I use are a lot more steady when they don't form shapes. It's not absolutely perfect, but if you make a lot of chain sprites linked in a point system like this(O--O--O--O--O) O's are the physics points and the -- are chains, then it should work decently well. If you are confused about how my code works, ask me.
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bearSoft
post Mar 12 2005, 10:50 AM
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kow -is difficult:( an aproach could be a vertex modulation (eric's) but i would expect a fps problem even with rather few..
it has been show that ver constraints can be very versatile and texturing has been shown too
realy realistic smoth swinging movement.. -with- realistic variation -> :(
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RustyBadger
post Mar 12 2005, 11:47 AM
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This is my best version of rope (IK) physics to date.

Grapple.gm6
It's a bit of a misleading title tho because the grapple bit doesnt work yet. tongue.gif

On trying to make fixed length links, I'm still working on it, and I've not found a solution yet, when we figure that one out tho ragdoll is only one step away!
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renatzu
post Mar 12 2005, 01:18 PM
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On the on of the GM game sites that exists around here (I can't remember what it was called) there was a game called "Wrecking Ball". It was open source, a .gmd, and had some great rope physics. This is really pissing me off, since I can't remember. I'll try to search for it.

-edit- It doesn't bend like you're looking for, however it is a good physics engine that you might want to look into.
Wrecking Ball

This post has been edited by renatzu: Mar 12 2005, 01:24 PM
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kow
post Mar 12 2005, 05:16 PM
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renatzu -- thats the same game linked near the top .. thanks though ..

RustyBadger -- thats incredible .. its definatly the closest thing to what i been looking for thus far .. but there are a few things i noticed .. ( and im not saying this to bash it in any way, it is extremely good) but .. there are certain movements i do to the rope that make it go all jiggly .. and it doesnt lose energy it seems .. and if i wrap it around a block or lay it over .. sometimes it finds a way through it ..
ill take a close look at how it works and see if i can come up with something!

bearSoft -- ive seen some old skool SNES games use rope like movement in their games .. like .... the head of the dragon boss in the legend of zelda .. sure its not exactly what i want .. mine will have gravity applied and other variations .. but i figure if a SNES can do it .. there must be a faster better way now..
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Timber
post Mar 12 2005, 09:30 PM
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Ooh, i like Wrecking Ball. I may have to see about using a simpler (backward) version of that for a character in my game. I've got a liberated Chain Chomp, and i've been having trouble getting the chain to look good.

Also, for adding links...

I suggest you adjust the sequence you lay them out in. Put one in the center between the ball and the cursor (so to speak), then use division to place the others the same way., eventually you'll have links the whole way down.

Though, that'll only work as it stands, and you're doing different things.
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RustyBadger
post Mar 12 2005, 09:48 PM
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QUOTE (kow)
thats incredible


awww, wink1.gif, thanks, hehehe.

Yeah i know it has it's bugs, I'm working on them, and its a damn sight better than it was, so we're making progress!
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bearSoft
post Mar 13 2005, 09:32 AM
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QUOTE
the head of the dragon boss

that lit a candle
back in 2004(?) there was a topic on a dragon with a flexible neck
I remember the topic running quite for some time
I do believe that ericDB wrote something for that(?)-not sure
If u could find that old topic, perhaps there i s something u can use
'dragon head' or 'dragon neck'
cant remember exactly
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TheGreatGuy
post Mar 13 2005, 01:46 PM
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I decided to make myself useful and run a search and heres what I got, 3 topics 1 with code, 1 with a .GMD. I'll run a search to the enitire board next instead of just this forum.

Has Code
Has GMD
Has neither

EDIT: the GMD file is a broken link.
EDIT2: eh no luck. But the Ragdoll topic I found while browsing around the expert section may be a help if you read some of it.

This post has been edited by TheGreatGuy: Mar 13 2005, 01:59 PM
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kow
post Mar 13 2005, 11:48 PM
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i read through the entire ragdoll topic .. and thats actualy what gave me my idea .. the diffrence is that they began to apply it to a doll .. while im trying to apply it to an object that (now that i think about it) would resemble wielding a snake (lol) or a whip ..

anywho .. that third topic gave me an idea for an approach..
someone quoted ..

QUOTE
I tihnk what he means is that each segment has to be able to in a sense rotate around the previous one whilst the whole thing still retains the basic neck shape


so .. let me try to come up with some logic here ....

suppose i have 2 nodes or links.. if the one on the left was stationary (node 1), and the one on the right (2) could freely rotate around it 360 while being no more then 30 pixels away.. now if i were to move the left one .. make it so the one on the right would move toward it at the speed the one on the left is moving at ....

QUOTE
O --- O


now ... if i added more nodes or links .. and had each do that to the one befor it that would produce a train like effect .... not exactly what i want though .. hmm .... if i apply gravity though to each one, that would cause them to dangle down im guessing .. but that woulnt move realisticly at all.. they would all just move down till they line up im guessing ... i guess we can figure out some physics for it at this point .. cause i realy just dont get it into my head..

and then supposeing thats all it did .. i would have my character drag that thing around ( as a sword ) and .. wait ... how would i even swing such a thing lol.. ok scratch this sentence .. lets get a fixed length first ... and take it one step at a time ..

This post has been edited by kow: Mar 13 2005, 11:52 PM
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