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Thread: Walking with physics

  1. #1

    Walking with physics

    I wanna make an algorithm that use physics for walking in 2D. Like in Euphoria engine (Rockstar) or like in this video:
    https://www.youtube.com/watch?v=tb-t4j9wt7E
    I think i should manage revolute or hinge joint velocity, but i haven't precise idea how it should be done. I think maybe you can point me at code or a book or anything else, so practically any related information would be very helpful.

  2. #2
    first serious progress, i found research with source code:
    https://www.cs.ubc.ca/~van/papers/Simbicon.htm

  3. #3
    Cool. If you find more stuff, please share it too.
    No signature provided yet.

  4. #4
    well, first of all i compile it and i must admit it was very easy with VS 2008 Express Edition (as was said in README), but README was telling the truth and it's very not user friendly, actually a first thing i found out - it's doesn't working and i found out an error that occurs - it's heap corruption, but if you start application from VS 2008 - heap corruption still occurs, but after this - app doesn't care about it. I dont know why this happening, but i must mention this to be precise.
    And next step was found out that there is no controls to do something with rendered skeleton, after few minutes i figured out that there is a GUI but coordinates of it is out of my screen space, so i adjust it manually in "\src\AppGUI\init\setup.tcl" file. After this GUI is appear and i played an animation, learned how to throw obstacles and after more few minutes i figured out that there is no animation change menu. Animation can be changed only manually in "\src\AppGUI\init\input.conF" file by commenting and uncommenting loads, after this i read comment about 2D and i learned that there is no 2D, but instead there is a 3D biped with toes (?).


    # Define the rigid bodies that will make up the character - this is the same as the normal bip3d, but has toes
    so i posting a video and hope i could manage read their code and translate it to 2D environment. yeah...
    i need to mention that there is comments everywhere, so they must be helpful, but when i run debug build with debugger - fps slows down to 5-7 and that is increase difficulty in understanding

    Last edited by galok; 24-12-2015 at 12:50 PM.

  5. #5
    i found 2D demo on java applet and i make a Delphi port of it (i'm using XE7), here is not so stable build and source, and frankly it's scary .
    instead of a physics engine they use something that no carbon-based life form could ever understand, but it seems that balancing and walking part is present in normal code

    SimbiconDelphi.zip

  6. #6
    first try to port it to box2d, this doesn't seem right

  7. #7
    Hello! This isn't really what you asked for, but you may be interested in this FlashPascal demo:

    http://flashpascal.execute.re/CubeMan3D.php

    The source code is included in the examples shipped with the compiler.

  8. #8
    Quote Originally Posted by Roland Chastain View Post
    Hello! This isn't really what you asked for, but you may be interested in this FlashPascal demo:

    http://flashpascal.execute.re/CubeMan3D.php

    The source code is included in the examples shipped with the compiler.
    thank you, writing flash apps in pascal is truly remarkable and running example is really good

  9. #9
    a torque is applied to knee joint in zero gravity (simbicon simulation)

    how can i do this in box2d? as far i understand i shouldn't apply torque to bone, since it would be applied to center of mass, and it's not a joint motor, because he would rotate bones around joint center, so... i'm a little confused here

  10. #10
    this is so close, i almost did it guys

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