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Old 02/12/2017, 08:10 AM   #1
Aliassassin123456
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Default Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

YouTube Link: https://youtu.be/ug2Gp2ELz7M

This is not cimulator, I'm going to release the plugin soon (I'm not, it may upset some people here), it will give you the access to nearly all Bullet Physics features.
The video contains a sample of a ball moving, rolling and bouncing.
Unlike cimulator, the whole simulation and object movement is being controlled by the plugin itself which makes it accurate and you will get more performance when multiple objects are being simulated.

I'm going to make a soccer, billiard pool and tennis script maybe using this and post a video of them soon. (Full feature)
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Old 02/12/2017, 08:25 AM   #2
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Default Re: Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

wow good job!
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Old 02/12/2017, 09:02 AM   #3
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Default Re: Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

This /IS/ accurate! Never thought of anyone creating this. Can't wait for the plugin release. Nice job!
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Old 02/12/2017, 09:24 AM   #4
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Default Re: Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

And whats is the difference between this and PeppeAC his include?
http://forum.sa-mp.com/showthread.php?t=446286
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Old 02/12/2017, 09:49 AM   #5
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Default Re: Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

Thank you all guys.

Quote:
Originally Posted by Admigo View Post
And whats is the difference between this and PeppeAC his include?
http://forum.sa-mp.com/showthread.php?t=446286
That's totally inaccurate and it's a simple include written in PAWN.
Check out http://BulletPhysics.org, it's been used on many games, it's even more powerful than the GTA:SA's physics engine.
However, check this video and tell me if PeppeAC's include is capable of something like this:
YouTube Link: https://youtu.be/8x2slpR7DV0
or this
Link: https://youtu.be/gusdZNvftMM
These are not well configured according to their shapes, better results are expected with more configuration.
http://bulletphysics.org/Bullet/Bull...ionObject.html
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Old 02/12/2017, 10:30 AM   #6
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Default Re: Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

This is certainly revolutionary, can't wait for the release.
But what about the collision with water, vehicles, characters..etc?
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Old 02/12/2017, 10:37 AM   #7
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Default Re: Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

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Originally Posted by Eoussama View Post
This is certainly revolutionary, can't wait for the release.
But what about the collision with water, vehicles, characters..etc?
Water, vehicles and characters collision are all supported but there are some issues with vehicles and characters.
For instance unoccupied vehicle returns a wrong quaternion, there is GetVehicleMatrix by IllidanS4 but last time I checked it wasn't working either.
And for character, well, it doesn't support bones movement and such.
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Old 02/12/2017, 10:47 AM   #8
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Default Re: Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

Hoootttt hope to see the release one day
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Old 03/12/2017, 10:47 PM   #9
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Default Re: Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

I don't see much of a difference. You can set object and environment properties in peppe's include to make object react accordingly when collision occurs. Its based on sphere physics and i am pretty sure you are using sphere to stimulate too, if not please tell me. Otherwise how can you call this accurate?

Accurate would be when you define each object models mass and also calculate weight dynamically while processing path.

You haven't provide much information about your plugin and claimed it more accurate.
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Old 03/12/2017, 11:31 PM   #10
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Default Re: Most accurate server-sided physics simulation in SA-MP (using Bullet Physics) (A Ball)

That's amazing.
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