Ooooo, this should be fun.
I plan on having more physics based objects on this level, namely floating platforms and such. Not to mention the projectiles are a bit buggy, and I’m not entirely sure if this flag effects a game or specific places, so I’m sending one of the levels in the game.
Just “developing” this active Ragdoll character controller system since few weeks , and also once attempted to build a realistic pure physics driven Bow which was quite a hit on Social Media
Edit:
Just testing the playermodel holding a sword as it constantly dies of Constraint explosion
I have a few places you can test different physics in:
In & Out has physics based vents that players can crawl through - they’re small so you have to crouch (C) to get through them.
My suspension tests heavily use physics and constraints.
The Tyres are physically simulated, and sometimes pass through the floor.
This place doesn’t use constraints, but does use the physics engine a lot.
In order to move the boat you have to step on it, then select the tool in your backpack. (It adds velocity to the boat, depending where you point).
The boats can sometimes be unstable and capsize.
I have wanted to simulate bey physics for years but Roblox’s physics engine was never up to it. Perhaps it is now.
Two beyblades in an arena, with a simple Torque Constraint that provides the beys with rotational velocity.
When the beys collide they often go flying, so this would be a fun one to test out.
Really interested to try it out on this place please.
For transparency, this is a clone of a game I work on called Stepford County Railway. The original is on Charlie_RBX’s account (non-member). I have permission and I’m in charge of development. Thanks!
ID = 378326255
This is very constraint based, interesting to see if there will be a noticable difference!
I’ll volunteer my game.
Yes please! The vehicles in our game use constraints and we’re curious to see if this will help improve their behaviour.
I hope this makes my rag doll not fly around the map and get stuck in walls.
The plan is to flip the flag on your places sometimes on Monday. I’ll let you know when it happens. Thanks for volunteering!
Do we have any estimated date for when this feature will be shipped?
Also if you have a Game Universe (game containing multiple places) make sure to send me all the place numbers - not only the lobby.
So LDL-PGS solver was enabled for the places in this thread. Please verify if you encounter any issues
While testing interactions between physics-based character models with some other players in my Discord server the server we were all in died. Not sure if this is related to the new solver, hasn’t happened again yet.
Further testing with a big pile of snakes resulted in one experiencing an issue we had before where they would lose network ownership of their own body and teleport to 0,0,0 and get stuck in the ground. Shortly following this, all of us crashed. The server did not go down.
I’m also having reports of other players using this blue snake character experiencing their clients crashing. I was the red snake in the below image, and I did not crash when the other two did.
Apparently we are experiencing elevated crashing since yesterday. So it seems unrelated to the solver change but I’ll keep an eye on this.
I only seem to be experiencing these crashes when multiple snakes collide.
Edit: After spending about 5 minutes wrapping my character around a non player character consisting also of ballsocketed segments, I have not yet experienced a crash, so it may require players be involved - network ownership?
Apart from the crashing, it’s hard to explain how but the snakes’ movement feels more predictable and stronger. Previously it was somewhat loose and often felt jello-y, segments would jiggle around. Definitely an improvement.
I would be interested to see if you can reproduce the crash without the new solver. Would you be able to create a duplicate place (which won’t have the new solver enabled) and verify if the crashing still occurs?
Also yes, the stronger feeling of the constraint is expected.
One of my testers just crashed when trying to accelerate a stationary train. It had 2 hinge constraints to connect two carriages together and uses bodyvelocity in wheels that are also connected to the carriages by hinge constraints. As soon as they pressed W to accelerate it crashed on them. No other reports of crashing on my game yet.