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 CC's physics 
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Joined: Thu Dec 11, 2008 5:16 am
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Post CC's physics
Ever since I first saw cortex i've been curious to know the physics engine used. Is it custom made or is it an open source one?
I love how fast it operates and the destruction involved, also, is every part of the actor a physical object? Since I am currently starting on a physics program of my own I was curious to know how this one handles so many objects so efficiently.


Thu Dec 11, 2008 5:23 am
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Post Re: CC's physics
It's the retro terrain engine, custom made by Data, starting several years ago in the early beginnings of CC; known as DIRT at the time.

A.K.A.Steve wrote:
is every part of the actor a physical object?

Yes. Arm, head, arm, leg, foot, leg, foot, torso, and additional armor. (Helmet attached to the head, chest plate attached to the torso)


Thu Dec 11, 2008 5:26 am
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Post Re: CC's physics
Interesting, any chances of it ever being released? Or giving pointers as to how it works? it is an amazing engine and I love it.


Thu Dec 11, 2008 5:37 am
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Post Re: CC's physics
I think Data said he might at the end of all this? Don't get your hopes up because I think he'd be charging for it, probs wont be cheap


Thu Dec 11, 2008 5:41 am
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Post Re: CC's physics
Hmm, anyone have any thoughts as to how the terrain destruction is achieved then?
My sense tells me that having all those pixels as individual objects would cause an ungodly amount of lag, so how exactly is it done?
Me and destructible terrain just never seem to get along, and done on this level it is driving me insane.


Sat Dec 13, 2008 5:05 am
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Post Re: CC's physics
A.K.A.Steve wrote:
Hmm, anyone have any thoughts as to how the terrain destruction is achieved then?
My sense tells me that having all those pixels as individual objects would cause an ungodly amount of lag, so how exactly is it done?
Me and destructible terrain just never seem to get along, and done on this level it is driving me insane.

probably just 2d voxels displayed as pixels. Theirs lots of destructible voxel stuff around on the web. :)


Sat Dec 13, 2008 6:40 am
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Post Re: CC's physics
Actually, I'm pretty sure CC is using the Allegro library (based on the fact that there's Base.rte/AllegroConfig.txt). Allegro Link


Sat Dec 13, 2008 8:10 am
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Post Re: CC's physics
uberhen wrote:
Actually, I'm pretty sure CC is using the Allegro library (based on the fact that there's Base.rte/AllegroConfig.txt). Allegro Link

that's probably just for graphics because I don't think Allegro features a physics library

CC's is likely custom-built


Sat Dec 13, 2008 8:38 am
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Post Re: CC's physics
uberhen wrote:
Actually, I'm pretty sure CC is using the Allegro library (based on the fact that there's Base.rte/AllegroConfig.txt). Allegro Link


Quote:
[04:20:38] <Electroclan> Hey Data, does CC use the allegro library extensively?
[04:21:55] <Data> electro: yes
[04:22:04] <Data> all graphics and input


Sat Dec 13, 2008 8:41 am
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Post Re: CC's physics
uhm, actually im pretty sure it does each pixel each frame. thats why larger maps lag more, and why everyone complains whenever someone suggests online play.
i think.
also, CC isnt very efficient at the moment, and thats what data is working on.


Sat Dec 13, 2008 12:16 pm
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Post Re: CC's physics
How do you have a 2D voxel? from what little I understand about voxels they are volumetric, so 3D only. Wouldn't it simply by a large pixel, ie. a square?


Sat Dec 13, 2008 10:21 pm
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Post Re: CC's physics
The game's physics engine is done with pixels, I'm pretty sure. Rendering 3D voxels as pixels would be horribly inefficient.


Sat Dec 13, 2008 11:27 pm
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Post Re: CC's physics
Geti wrote:
uhm, actually im pretty sure it does each pixel each frame. thats why larger maps lag more, and why everyone complains whenever someone suggests online play.
i think.
also, CC isnt very efficient at the moment, and thats what data is working on.



true, it gow less laggier and with all this new stuff coming along in new builds it seems to be slowing down easier again


Sun Dec 14, 2008 2:15 am
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