Unity3D - RealTime crash car!

Discussion in 'Showcase' started by brade19997, Oct 30, 2010.

  1. brade19997

    brade19997

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    Ok, first of all I wrote "realtime" bacause it is exactly like in GTA IV.
    If you play GTA4 you'll se that if car crashed, threre is NO "crash object" replaced,
    It's just ONE mesh, and that is what I created.

    In the video you'll se just bad prototype of this "Realtime crash" because I didn't work alot on this.
    So don't hope to the realistic thing in the world:D...

     
  2. brade19997

    brade19997

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  3. xandeck

    xandeck

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    Looks interesting... try to send us some demo playable scene =)
     
  4. brade19997

    brade19997

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    Tnx:).

    And I'll do that.
     
  5. puppeteer

    puppeteer

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  6. brade19997

    brade19997

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    TNX:).

    This video look strange...
     
  7. LamentConfig

    LamentConfig

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    Carmegeddon did car deformation awesomely :) Remember spending a while with my friends have competitions to see who could deform it the most .. the vid defo reminds my of that :)
     
  8. KillerScript

    KillerScript

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    Looking nice dude very good!
    Can you say how did you do that and make a demo?
    And what did you mean when you say "One mesh"?
     
  9. brade19997

    brade19997

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    But, I don't know, it looks so strange when the cars crashing. It seems that the car gets too much damage :eek:


    TNX:). maybe I'll do a demo of this.
    I mean in One mesh that in GTA SA the damage of cars works on replacing objects in the cars, here it works on one full mesh (of the car) that never replacing, every damage you seen in the video, it the same mesh in the begin of the video(like in GTA4).
     
    Last edited: Nov 1, 2010
  10. brade19997

    brade19997

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  11. KillerScript

    KillerScript

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  12. brade19997

    brade19997

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    Comments?
     
  13. KillerScript

    KillerScript

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    Dude your last command is today so don't up the Topic...
     
  14. brade19997

    brade19997

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  15. brade19997

    brade19997

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  16. Darkhazard

    Darkhazard

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    I think we still want a playable demo.
     
  17. markis

    markis

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    i can mane (for demo) city.
     
  18. brade19997

    brade19997

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    Ok. (I forgot that:rolleyes:)

    ?
    You want to make a city for the demo?
     
  19. markis

    markis

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    ya. but it will be simple city :) some textures... About buildings, I dont make it... Sorry. Just lots (for buildings), pavements and streets.
     
  20. brade19997

    brade19997

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    Ok.
    And buildings it's not so hard to make, and after all it's just a demo for a simple system, so it can be just 4 cubes on very simple ground.
     
  21. bigmisterb

    bigmisterb

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    The most interesting that I found in in C2 was that the game knew what was a hood by shape. So if an object was more flat then square then it would tend to bend the center of that object up as if were like a hood or some such.

    The next part, which your vids seem to lack would be a little randomness in the process. This would do great until you hit verts that were shared and should not be split.

    Lastly, when doing calculation, you should also calculate distance from the hit point maximized by the force of the hit. First part would say, ok, I hit at x,y,z and these verts are within affectedDistance=maxAffectedDistance/(1-Mathf.Clamp01(force/forceDivider)) Then proceed to find all the verts within affectedDistance and apply affectedDistance/maxAffectedDistance force to the vert.
     
  22. markis

    markis

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    can you use it on terrain?