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[WIP] Truss Physics for Unity3D. Soft-body simulation plugin.

Discussion in 'Works In Progress - Archive' started by Heartbroken, Jan 31, 2014.

  1. noelboehnke

    noelboehnke

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    When it will be published?
     
  2. blueivy

    blueivy

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    Hi! :D how's everything going with Truss?
     
  3. Heartbroken

    Heartbroken

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    Hi. I'm preparing the beta, but it takes longer than expected. Daytime job takes too much time. I remember I promised to add more stuff to the scene. I'm working on this too :)
     
  4. noelboehnke

    noelboehnke

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    The and of the year is gone :D Were waiting :D
     
  5. Mehrdad995

    Mehrdad995

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    I wish to use it on android as well.:rolleyes:
    I only want a single car in the scene so in my opinion a dual core devise can handle it.
    am I right? or this physics calculations need more power full devise to be handled?o_O
    any ways an android/ios supported plugin is great.:D

    Cheers
     
  6. Heartbroken

    Heartbroken

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    Yeah I know I'm late. It's almost ready but I still need to add some demos and write the documentation. Thanks for your patience ;)
     
    Mehrdad995 and blueivy like this.
  7. blueivy

    blueivy

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    That's good to hear, I feel like this asset is going to be a integral part of my games going forward.
     
  8. blueivy

    blueivy

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    Hello! How's everything?
     
  9. Heartbroken

    Heartbroken

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    Hello! Still need to finish the documentation and demos. Few days ago I asked one user of this forum (very experienced physics programmer) to test my library, he kindly agreed and has already reported several issues which I'm trying to address now.

    A little bit later I plan to extend the audience of my 'closed beta testing' so if someone feels brave enough to participate and try to make something with Truss Physics drop me a PM. Just be prepared that it's still quite raw to not be disappointed to much :)
     
    Mehrdad995 and blueivy like this.
  10. noelboehnke

    noelboehnke

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    Give us the packaaaaaage..... :eek:
     
  11. Mehrdad995

    Mehrdad995

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    Its March 22nd.
    What's up?
    How is the process going?o_O
     
  12. k-i-a

    k-i-a

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    Hi :)
    you soft body physics is cool and looks realistic.
    probably the very low poly model is limiting the damage deformation effect.
    I have played with the demo for an hour without being bored at all.

    keep working on it. we want to see more :)
    cool job
     
  13. Mehrdad995

    Mehrdad995

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    Hi
    is everything just got stopped or still going on?
     
  14. Heartbroken

    Heartbroken

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    Hi! Thanks for your interest :)
    It's still going on. I'm preparing a new version for beta testing. It will allow interaction between Truss soft bodies and Unity rigid bodies, which I hope will introduce some quite interesting new use cases.
    Along with this some new minor features are added, some optimizations are done. So no, it's not stopped :)
    Cheers
     
    Mehrdad995, IndieAner3d and paulprog like this.
  15. Tactics_IT

    Tactics_IT

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    good to hear that you are still working on this.
     
  16. Heartbroken

    Heartbroken

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    Hi all,

    The asset is submitted for review.
    While I'm waiting for the review result you can watch another RedCar Demo video :)

     
  17. Roni92pl

    Roni92pl

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    Tire compression looks particularly impressive. Reminds me good old LFS ;)
     
  18. newlife

    newlife

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    Congratulations! Cant wait to see it on the Asset Store. Did you plan a web demo too?
     
  19. Heartbroken

    Heartbroken

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    Thanks, me too :) Unfortunately web player don't support native plugins :(
     
  20. newlife

    newlife

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    Do you plan to release a stand alone demo then?
     
  21. Heartbroken

    Heartbroken

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    Yes sure, it's here but it's not much different from the old version :)
     
    moure likes this.
  22. moure

    moure

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    Great demo scene, spent like 20 minutes driving around and finding new ways to destroy the car :D
     
  23. newlife

    newlife

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    the demo is superb. Seems more stable than the last version. Btw, which tire model are you using in this demo?
     
  24. Slipangle

    Slipangle

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    Great stuff, really eager to buy it.
    Have you set a price yet?
     
  25. Heartbroken

    Heartbroken

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    I don't know. The wheels are just soft bodies with internal pressure. You remember we discussed this, this approach looks cool but it's quite expensive in terms of computations and requires some experience to setup. So for real games, I'd rather stick to a vehicle simulation like yours and only make the car body deformable with some detachable parts.
     
  26. Heartbroken

    Heartbroken

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    Yes, but I don't want to name it before the asset is accepted. In any case it will be free for evaluation and non-commercial use, and I suggest to try if it fits before you buy it.
     
    Slipangle likes this.
  27. Slipangle

    Slipangle

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    Allright, that works for me :)
     
  28. newlife

    newlife

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    You can set any price for this asset, something like this has never be available for any platform. ;)
     
    Heartbroken likes this.
  29. Soul-Challenger

    Soul-Challenger

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    Hello Heartbroken,

    congrats on submitting your Soft-Body-Sytem to the store. I've no doubt it will get accepted. After all, as Newlife stated, it is unique. The only comparable system I've seen is BeamNG and a tech demo from Crytek (both not available to the wide public).

    So, don't be so modest ;) (though I'm on your side, cause I tend to be that too), and once it's on the AssetStore, make a new [RELEASED] thread called something like "TRUSS Physics - the FIRST and ONLY soft-body system - available exclusively for Unity developers!" (Sounds pompous... but it is true)

    Cheers :)

    Soul-Challenger
     
    IndieAner3d likes this.
  30. Heartbroken

    Heartbroken

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    Hello Soul,
    Thanks for cheering me up :)

    Sure, I'll make a [RELEASED] thread, though I'm not very good in praising myself :)

    I appreciate the recognition of people like you and Newlife. And I'm grateful to everybody who told me that I should continue when l was about to quit. Now I'm quite confident that my engine can be useful, I only worry if I made it usable enough. And this make me nervous :)

    Cheers :)
     
    garrido86 likes this.
  31. Slipangle

    Slipangle

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    You can always update and improve it after the initial release, so don't worry :)
     
  32. Heartbroken

    Heartbroken

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    Yes sure. But still, it would be cool to make everything right on a first try :)
     
  33. CoderPro

    CoderPro

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    This is open source or not ? Why you using native code for this ?
     
  34. Heartbroken

    Heartbroken

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    C# code is open, native code is not. Native code is MUCH faster than C#.
     
  35. CoderPro

    CoderPro

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    So if i buy your asset, i can not custom or modified the source if i want to add new features by myself ? Hope you will give source of native code.
     
  36. Heartbroken

    Heartbroken

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    For the moment my goal is to give game developers a complete and easy to use solution for adding some deformable stuff in their games. This way I can guaranty the quality. I'm also open for the requests of any features that might be missing. Of course, some big projects require all source codes of all middleware they are using, this can be discussed too. And I even can provide some onsite help if this is necessary. So everything is possible :)
     
  37. Licarell

    Licarell

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    Could you use this for balloon effects as well?
     
  38. Heartbroken

    Heartbroken

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    I'm not sure what is 'balloon effects', but you can make a hollow soft body with pressure inside. Hope that's what you mean.
     
  39. Licarell

    Licarell

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    Yep! Perfect thanks!
     
  40. mensch-mueller

    mensch-mueller

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    radimoto and Slipangle like this.
  41. Heartbroken

    Heartbroken

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  42. Tactics_IT

    Tactics_IT

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    Congrats on the release!!! this has been one thread i have been watching since last year :). I do have a question for you, would it be possible for you to release your red car demo as a sample scene or even just an empty scene with the red car? i am very curious how you set that scene up, I am sure I am not the only one ;)
     
  43. Heartbroken

    Heartbroken

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    Thanks! RedCar Demo was in the package, but I decided to remove it for two reasons - its code needs to be cleaned up, and as the car model is a free asset from the Asset Store I'm not sure if I can include it in my (not free) package. I'm thinking to make it a separate package, but I'll need to address these two issues first.
     
  44. moure

    moure

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    I ll try to create a simple car model for you since i also wanted to check your car sample scene ;)
     
    Last edited: Aug 19, 2015
  45. Slipangle

    Slipangle

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    Could you write a tutorial on how to set up a car? That would be great. Oh and congrats!
     
  46. Heartbroken

    Heartbroken

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    Thanks but don't worry, I think I'll ask the model author if it's ok to use it as a part of my asset. The model is not that simple actually as it has interior and some detachable parts :)
     
  47. Heartbroken

    Heartbroken

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    Thanks! Yes I'm going to do this.
     
    Slipangle likes this.
  48. ellioman

    ellioman

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    Hey Heartbroken,

    Have you gotten any reports on crashes while running the demo scenes?
    The Unity Editor (on OS X) crashes as soon as I click play.

    I'm guessing this is the issue:
    Application Specific Information:
    *** multi-threaded process forked ***
    terminating with uncaught exception of type std::__1::system_error: condition_variable::timed wait: mutex not locked: Operation not permitted

    I've attached the crash log (Had to do it here because I couldn't find any contact info on your website). Can you take a look?

    I'm using Unity 5.1.1f1 on OS X 10.10.4.

    Cheers,
    Elvar
     

    Attached Files:

  49. radimoto

    radimoto

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    I'm getting this same crash on Unity 5.1.2p3 on OS X 10.10.4
     
  50. Heartbroken

    Heartbroken

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    I see. Thanks for the reports, I'll fix this asap.
    Could you try to set Worker Threads in Scene Settings to 0?
    Thanks