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VICODynamics: a particle based Soft-Body physics Plugin

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    Hey mate,

    Just wanted to check how the progress of supporting mobile platforms is going? Is this still on the agenda? Is there any rough timelines to go off? (eg within a month, 6 months..). For my current project I can get away with developing on PC platform for awhile but at some point it needs to go mobile. Your plugin is pretty crucial to the gameplay so I would mainly just need to know if you do not intend on supporting mobile down the track.

    Cheers,
    David

    Comment


      Originally posted by VICOGameStudio View Post

      Hi Lena,

      Thank you for the detailed explanation, screenshot and logs. They helped track down this bug a lot.

      1. Could you please test this once more, but this time set 'Distance Per Segment' to something like 10 or 4 and let me know if it crashes. I suspect I have a parameter validation bug.

      2. Not in BPs yet, but I like the idea! I'll add it to my todo list. Thank you!

      Hope that helps.
      Hi, thanks for your quick reply!

      I tested again with values 10 and 4 and the engine didn't crash, but the plugin failed to produce a rope in the case of value 10 for some reason. Hope this helps.

      Thank you for adding my request to your todo list, however my project has a rather short-term deadline, so if you have a hint on how I might be able to achieve my goal with the currently implemented options, I'd be very grateful

      Cheers, Lena

      Comment


        I noticed there is a Length parameter for dynamic ropes, but they always seem to spawn with a length that correlates with the distance between the end points. Is there a way to set the length manually?

        Comment


          Originally posted by David Chaseling View Post
          Hey mate,

          Just wanted to check how the progress of supporting mobile platforms is going? Is this still on the agenda? Is there any rough timelines to go off? (eg within a month, 6 months..). For my current project I can get away with developing on PC platform for awhile but at some point it needs to go mobile. Your plugin is pretty crucial to the gameplay so I would mainly just need to know if you do not intend on supporting mobile down the track.

          Cheers,
          David
          Definitely on the agenda! It will be closer to 6 months out unless I can get an additional dev on this.
          As far as mobile, are you looking at Android and iOS or one of those? If one, I could see if I can prioritize it.
          Owner of VICO Game Studio LLC
          Twitter: @VICO_GameStudio
          Current Projects:
          Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
          VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

          Comment


            Originally posted by LenaAlthammer View Post

            Hi, thanks for your quick reply!

            I tested again with values 10 and 4 and the engine didn't crash, but the plugin failed to produce a rope in the case of value 10 for some reason. Hope this helps.

            Thank you for adding my request to your todo list, however my project has a rather short-term deadline, so if you have a hint on how I might be able to achieve my goal with the currently implemented options, I'd be very grateful

            Cheers, Lena
            Aha, ok. Then I will get a validation fix put in soon to sort out the crash.

            The best way you could go about creating a dynamic SplineRope is to setup a BP with the VDSplineRope and have the parameters you want to be dynamic flagged "Expose on Spawn" and then pass them to the Rope Comp in the Construction Script of that BP. Now you should be able to spawn a dynamic VDSpline rope by spawning that new BP and passing in the parameters. Let me know if you hit a snag on any of that.

            Originally posted by LenaAlthammer View Post
            I noticed there is a Length parameter for dynamic ropes, but they always seem to spawn with a length that correlates with the distance between the end points. Is there a way to set the length manually?
            Yes, you should be able to call SetNewRestLength on the component and pass in the desired length
            Owner of VICO Game Studio LLC
            Twitter: @VICO_GameStudio
            Current Projects:
            Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
            VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

            Comment


              Originally posted by VICOGameStudio View Post

              Aha, ok. Then I will get a validation fix put in soon to sort out the crash.

              The best way you could go about creating a dynamic SplineRope is to setup a BP with the VDSplineRope and have the parameters you want to be dynamic flagged "Expose on Spawn" and then pass them to the Rope Comp in the Construction Script of that BP. Now you should be able to spawn a dynamic VDSpline rope by spawning that new BP and passing in the parameters. Let me know if you hit a snag on any of that.



              Yes, you should be able to call SetNewRestLength on the component and pass in the desired length
              Unfortunately, I don't seem to be having any luck with this. The parameters I want to be dynamic are the end points of the rope, I already tried to place a spline rope into the scene and moving it to the desired location during runtime and it usually results in either a crash (see logs) or one of the end points falling through the floor. I can't think of a way to change the location of the endpoints in the construction script of the blueprint as the spline that defines this will be constructed at the same time.

              As to SetNewRestLength, I tried this with a simple example rope in an isolated environment and it worked fine, but when I tried to use it in the actual situation where I need it, the length didn't change. This would be a great and simple solution if I got it to work! Can you explain to me the role of the PieceIndex input on the node?

              Cheers, Lena

              Logs: https://drive.google.com/drive/folde...1LgYABgSeZJXJ_

              Comment


                Originally posted by LenaAlthammer View Post

                Unfortunately, I don't seem to be having any luck with this. The parameters I want to be dynamic are the end points of the rope, I already tried to place a spline rope into the scene and moving it to the desired location during runtime and it usually results in either a crash (see logs) or one of the end points falling through the floor. I can't think of a way to change the location of the endpoints in the construction script of the blueprint as the spline that defines this will be constructed at the same time.

                As to SetNewRestLength, I tried this with a simple example rope in an isolated environment and it worked fine, but when I tried to use it in the actual situation where I need it, the length didn't change. This would be a great and simple solution if I got it to work! Can you explain to me the role of the PieceIndex input on the node?

                Cheers, Lena

                Logs: https://drive.google.com/drive/folde...1LgYABgSeZJXJ_
                The crash is a strange one, looking at the reported line there is nothing obvious that stands out to me. If you can reproduce it in a new project, I'm happy to debug it on my end.

                Regarding the spline rope, it's very difficult to understand the issues and desired behaviour without seeing it. If you have the time, could you setup a project with the bare bones of what you'd like to achieve and I can then go in and see how to best set it up.

                The fact that SetNewRestLength does not work correctly in your situation is likely due to collision/overlap volumes in your map that are being considered as colliders. Volumes are regular rigid bodies in PhysX which UE4 treats in a special way, but VICODynamics cannot discern them from other RigidBodies during collision unless they are filtered out using Collision Profiles. My guess is that one or more of these need to be correctly filtered out. As a test, try completely disabling collision on the rope and see if SetNewRestLength works as expected
                Owner of VICO Game Studio LLC
                Twitter: @VICO_GameStudio
                Current Projects:
                Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
                VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                Comment


                  I'll try to find time to reproduce the error in a new project, but for now we decided to remove all cables from the project in order to focus on other things, so it won't be a priority. The problem with SetNewRestLength was indeed the collisions.

                  Comment


                    Originally posted by VICOGameStudio View Post

                    Definitely on the agenda! It will be closer to 6 months out unless I can get an additional dev on this.
                    As far as mobile, are you looking at Android and iOS or one of those? If one, I could see if I can prioritize it.
                    iOS would be ideal. Thanks mate

                    Comment


                      Originally posted by VICOGameStudio View Post

                      Definitely on the agenda! It will be closer to 6 months out unless I can get an additional dev on this.
                      As far as mobile, are you looking at Android and iOS or one of those? If one, I could see if I can prioritize it.
                      How's it going? Any updates?

                      Comment


                        Originally posted by David Chaseling View Post

                        How's it going? Any updates?
                        Not regarding iOS just yet. I have been/am busy with other tasks currently and the iOS testing has been pushed slightly. I'm hoping to get something running next month though. Please check in again around mid next month. I should have an update for you.

                        There is an update coming to the plugin soon, addresses some bugs and improves performance of the RHI/Render thread by 20% as well as collision performance by 5-10%.
                        Owner of VICO Game Studio LLC
                        Twitter: @VICO_GameStudio
                        Current Projects:
                        Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
                        VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                        Comment


                          VICOGameStudio Does a flat plane for example a blanket now stay put where you put it and not slide off say a chouch or bed, or haven’t you gotten that put in yet

                          Comment


                            Originally posted by jojo8026 View Post
                            VICOGameStudio Does a flat plane for example a blanket now stay put where you put it and not slide off say a chouch or bed, or haven’t you gotten that put in yet
                            Have not revamped the collision resolution code just yet. This is not a simple fix and I want to do it properly to not break/affect anything else adversely.

                            But as we previously discussed, as a temporary workaround you can anchor a couple of the outer particles in-place to stabilize things.
                            Owner of VICO Game Studio LLC
                            Twitter: @VICO_GameStudio
                            Current Projects:
                            Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
                            VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                            Comment


                              VICOGameStudio We are using UE4.16 and your plugin version 1.2. We are having some difficulties trying to fix a crash triggered by the plugin.
                              We have one level where we use 4 large panels with about 15-20 cables connected between each and the crash happens only on some pcs upon entering or leaving the level.
                              Would love to hear some tips or explanation as to what might go wrong. Thanks!
                              Attached Files
                              Last edited by Rashura; 10-16-2018, 06:23 AM.

                              Comment


                                Originally posted by Rashura View Post
                                VICOGameStudio We are using UE4.16 and your plugin version 1.2. We are having some difficulties trying to fix a crash triggered by the plugin.
                                We have one level where we use 4 large panels with about 15-20 cables connected between each and the crash happens only on some pcs upon entering or leaving the level.
                                Would love to hear some tips or explanation as to what might go wrong. Thanks!
                                Hi Rashura, I can indeed help you with this crash. The PCs that do crash, what CPUs do they have? This usually happens when they do not have support for SSE4 instructions. I use a couple SSE4 instructions, most notably the _mm_dp one.

                                Do you build VICODynamics from source? If so, I have a define which falls back on a bit slower instructions and only uses SSE3 set for better compatibility with older CPUs.
                                I can also build you a custom version of the 1.2 binaries for a drop-in replacement.
                                Owner of VICO Game Studio LLC
                                Twitter: @VICO_GameStudio
                                Current Projects:
                                Action Arcade Wrestling in collaboration with Dave Horn (@Action937) - https://www.actionarcadewrestling.com/
                                VICO Dynamics Physics Library - Details: https://www.vicogamestudio.com/projects/vico-dynamics

                                Comment

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