Kisak-Strike
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Physics(Kisak Physics)
This is an issue dedicated to the rebuilt open-source physics_client.so in ~branch physics-test~ Folders: (/vphysics and /ivp)
Due to potential instability compared to the real valve physics_client.so, this is an optional build step.
Use -DUSE_KISAK_PHYSICS=1 in your cmake build line to enable
Kisak physics uses a custom name kisakvphysics_client.so as to not overwrite the original file if you choose to use it.
Issues
- ~ragdolls are fubar'd. I think this is because of axis mismatch?~ fixed: was due to improper gravity axis and compiler optimization settings. The exact files causing them to spasm on -O2 need to be looked at closer.
- ~msg spam from some hacks~
- Some maps with built-in physics objects will cause
invalid origin from vphysics!spam and lag the game considerably (ex: train/militia). Previously these maps would just crash on load, but commit https://github.com/SwagSoftware/Kisak-Strike/commit/62eb19272188a6ae4ada818a419e00ba9fdf5933 has enabled them to at least load. - Multiple files from
ivp_physicswill just break when compiling with -O2 or any optimizations, this should be investigated more.
Notes
- ~Grenades seem ok, but should do more testing.~ Grenades are custom no matter which physics lib
- Lots of hacking was done to get this to work, search the code for "lwss" or even "lwss hack" if you want to hunt bugs.
- One major thing I didn't re-implement was the physics prediction, I am not sure of the consequences of leaving this out. It could be physics-state desync from other clients or perhaps some extreme jerking. This won't show up until there is some network latency I imagine.
- If we let servers have a choice, then the client should sync to that choice otherwise there will 99% be de-sync between clients with different physics lib.
there is an open-source vphysics that was used in gmod for some time at https://github.com/DrChat/Gmod-vphysics
there is an open-source vphysics that was used in gmod for some time at https://github.com/DrChat/Gmod-vphysics
Neat, thanks I'll check this out
@r3muxd Hey, we now have working bullet physics in the game