A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Discussion in 'Works In Progress - Archive' started by Heartbroken, Jan 31, 2014.
When it will be published?
Hi! how's everything going with Truss?
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
The and of the year is gone Were waiting
I wish to use it on android as well.
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?
any ways an android/ios supported plugin is great.
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
That's good to hear, I feel like this asset is going to be a integral part of my games going forward.
Hello! How's everything?
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
Give us the packaaaaaage.....
Its March 22nd.
How is the process going?
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
is everything just got stopped or still going on?
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
good to hear that you are still working on this.
The asset is submitted for review.
While I'm waiting for the review result you can watch another RedCar Demo video
Tire compression looks particularly impressive. Reminds me good old LFS
Congratulations! Cant wait to see it on the Asset Store. Did you plan a web demo too?
Thanks, me too Unfortunately web player don't support native plugins
Do you plan to release a stand alone demo then?
Yes sure, it's here but it's not much different from the old version
Great demo scene, spent like 20 minutes driving around and finding new ways to destroy the car
the demo is superb. Seems more stable than the last version. Btw, which tire model are you using in this demo?
Great stuff, really eager to buy it.
Have you set a price yet?
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.
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.
Allright, that works for me
You can set any price for this asset, something like this has never be available for any platform.
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)
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
You can always update and improve it after the initial release, so don't worry
Yes sure. But still, it would be cool to make everything right on a first try
This is open source or not ? Why you using native code for this ?
C# code is open, native code is not. Native code is MUCH faster than C#.
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.
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
Could you use this for balloon effects as well?
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.
Yep! Perfect thanks!
It seemed to be out!
I followed this thread for a while now, and this is definitely on my wish list!
Yep! It's on the Asset Store! I didn't expect it will be so soon. Or it wasn't? Anyways, I was unprepared
The cool link is like this:
And the project site is here:
Thank you guys for the support! I wouldn't go so far without it!
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
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.
I ll try to create a simple car model for you since i also wanted to check your car sample scene
Could you write a tutorial on how to set up a car? That would be great. Oh and congrats!
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
Thanks! Yes I'm going to do this.
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.
I'm getting this same crash on Unity 5.1.2p3 on OS X 10.10.4
I see. Thanks for the reports, I'll fix this asap.
Could you try to set Worker Threads in Scene Settings to 0?