Character System Demo (feat. Miku Hatsune) MKII

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Postby fmx » Sun Nov 07, 2010 10:36 pm

Thanks for the feedback guys, much appreciated

I updated the demo and uploaded new binaries, see the first post.
Those funny glitches have been corrected now.

The framerates are not so important anymore.
The game I am developing with this engine runs at over double the FPS of this demo, even though it has two different models of approximately half the number of polys to this Miku model and double the number of bones

The goal this time was to make the demo more visually appealing, and generally more compatible
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Postby shadowslair » Mon Nov 08, 2010 1:26 pm

Version 2 is crashing for me, being closed in "unusual way".
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Postby tinhtoitrangtay » Mon Dec 20, 2010 4:07 am

Thanks Very Nice You can share source for everybody in this forums.
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Postby serengeor » Mon Dec 20, 2010 6:24 am

166 FPS on Ubuntu trough wine, on default settings :D
Working on game: Marrbles (Currently stopped).
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Postby omaremad » Mon Dec 20, 2010 4:53 pm

Cool demo, welldone.

I agree with stefbufet though, you should use at least verlet integration. Euler is fine for fixed acclerations over time, but this is quite a restrictive simulation.

Your are lucky that the amplitude of the SHM physics on the hair didnt explode over time
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Postby fmx » Tue Dec 21, 2010 10:03 am

omaremad wrote:Your are lucky that the amplitude of the SHM physics on the hair didnt explode over time

Luck has nothing to do with it, I know what I'm doing 8)

I might update this demo soon anyhow. Under the hood its still extremely inefficient and I have made some crucial discoveries in the past couple of months about the practicality of my engine

irrlicht is best used as a pure low-level renderer.
relying on it completely for anything more advanced than simple games or demos results in restrictive framerates up to a certain threshold determined by how irrlicht handles nodes and other things internally.

Its still the fastest, most flexible, and most reliable FREE engine available
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Postby omaremad » Tue Dec 21, 2010 12:23 pm

How did you make it stable, im curious, non linear dampening forces?
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Postby roelor » Tue Dec 21, 2010 6:38 pm

the download in the first post works when going standart settings, but if I do dx10 and highest quality the hair and skirt dont do collisions any more. and the head is shaky.
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Postby fmx » Wed Dec 22, 2010 1:49 pm

The physics were not entirely stable, particularly at lower FPS rates (usually with higher settings). Most of it was just messing with various constants until the simulation seemed fairly stable over a wide range of framerates.
The whole setup was very experimental to say the least and not very reliable.
I've learned much since then, although I haven't yet got round to updating this demo.
I will start with updating the Flag scene-node with the new discoveries, then get back to updating this afterwards
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Postby LizardGamer » Sun May 29, 2011 2:56 am

0_o
Jizz in my Pants

I got more than 145 Fps on my laptop with the already set settings.
Intel Dual Core 2.56Ghz
Ati Mobility Radeon HD 3650
Windows 7 Ultimate (With VLC, Firefox, Word in the background running)

(P.S I got scared because she is so lifeless but she stares into your soul)

Edit:Turned off Post Processing and got more than 300 fps
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Postby xirtamatrix » Tue Jun 14, 2011 9:09 pm

Nice demo :) hopefully the art would improve over time.

I have 2 questions:

1. Which mesh format are you using?
2. Is the character rigged? (does it have a skeleton)?
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Postby Mel » Tue Jun 14, 2011 11:53 pm

I think he uses his own custom format (AFAIK), and the character of course is rigged, the demo is a skinning procedure, so, the rig is a must.
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