Archive for December, 2009

Time scaling in Piko3D with ODE physics (video)

Monday, December 21st, 2009

Time scaling in Piko3D

Very happy to tell you that Paramike has been working hard on Piko3D’s physics implementation these days! The initial ODE implementation is being cleaned up and extended.

Now it’s possible to do time scaling. This means that time can be scaled in any world, which causes it to seem like it’s running in high speed, or in slow motion, and everything will continue to be simulated as normal. Physics frames are interpolated to keep them consistent and smooth even in slow motion!

Ofcourse, credit where credit is due, the idea came from Glenn Fiedler, see http://gafferongames.com/game-physics/fix-your-timestep/.

Here’s a new video showing some “bullet time”-like action in Piko3D. Still with boxes for now ๐Ÿ˜‰
Be sure to check out the Piko3DEngine youtube channel here.

Hope you enjoy this little video ๐Ÿ™‚

Regards,

Wracky

Basic ODE physics! (Video!)

Wednesday, December 9th, 2009

Piko3D ODE Physics test

Hey Everyone!

Paramike did a little work on piko3D’s physics implementation! We use the Open Dynamics Engine for Piko3D, as it gives a lot of control over the aspects of the physics simulation, is free, and open source!

So here’s the good news: Piko3D’s first video is up! It shows the first baby steps of the ODE physics implementation! It does collision! The code is still very rough, but we have visuals!!ย ย This demo shows 800 0.5m^3 boxes colliding 20m away.

You can check out this video and upcoming videos on the Piko3D youtube channel which you can find here

Hope you like it!
Be sure to check back soon for updates ๐Ÿ™‚

Regards,
Wracky.