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Author Topic: Excavating/Dynamic filling/Dipping  (Read 3239 times)

ivam

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Excavating/Dynamic filling/Dipping
« on: April 22, 2015, 03:19:11 PM »
Hello, iam trying to learn a few new ways of doing things and was wondering how i would go best about enabling an Excavator bucket to scoop up terrain, fill the shovel, and laer dump it again, with creating a pile that dynamicaly increases?
pretty much akin to the populat construction/farming/mining simulator

like this or this

any ideas are welcome, thank you

jeanfabre

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Re: Excavating/Dynamic filling/Dipping
« Reply #1 on: April 22, 2015, 03:57:22 PM »
Hi,

 Indeed, it's a very complex task to try and digg terrain and create a realistic behavior for bucket loading/unloading and transfers.

 For this, you'll very likely need some very complex algorythm to have your bucket interacting with the ground, so if you have no experience with c# and complex math, this is going to be extermly difficult.

 I have tried myself and removed the ability to digg because even on the video you linked, I don't think this is realistic enough ( that's my personal test, it's still very valid for training and general feel for it).

http://www.fabrejean.net/projects/excavator/

I wish I had an easy answer for you on this.. desperatly want to have time to work on a proper digging system in Unity.

If I had to develop this I would work with voxels, and particle simulation with blobs:

[url:http://forum.unity3d.com/threads/fluvio-fluid-dynamics-for-unity.95255/]Fluvio[/url] would be my first attempt at this

I know there are some asset for terrain deformation, and that's would be a good way without having to use voxels, but again, lots of crazy maths and handmade physics interaction for force feedback ont he bucket to prevent irealistic bucket movement when digging ( going side ways when half in ground, stuff like that).


Bye,

 Jean

ivam

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Re: Excavating/Dynamic filling/Dipping
« Reply #2 on: April 22, 2015, 04:10:44 PM »
cool thats allready pointing me in the right directions, thank you :)

i suppose it could be easily made in a non dynamic fashion, i.e have different fill states of bucket/lorry/ground etc, associated with a fill % and depending on the percentage enable or disable fill states , with 50% full one can simply enable the 50% object which resembles dirt filling hlaf the bucket/lorry etc, not nicely dynamic but a quick workaround solution.

« Last Edit: April 22, 2015, 04:14:30 PM by ivam »