# rMod Physics Sandbox - Hybrid Presence Sample Demo 1 - Non-VR (DMn0P3K85jE, 957s)

it's me NIMH Sony welcome back to another video today I'm playing the hybrid experimental sample demo number one so this is the first demo I'm making that's released or is releasing on the ETO page so have a look on there once this video goes up so what I've been doing I've been working on the actual sandbox physics for a while and it is something that I've been sort of wanting to do and had done for well a long while ago I made a working you know physics gun that actually works logically with the rotations working properly and everything it is something I've been done before anyway and I've been working on improving all the sort of physics for the buoyancy system for example and as well as that I have been working on some other physics and mechanics as well and when I say mechanics I'm so more talking about the actual character motion so character movement is something that I've been working on and getting it as good as I can so it's so of as reactive as it should be and the character himself should work as if he's part of the world everything sort of works properly with proper forces coming from every every direction and everything now the other thing you'll notice however is that this character isn't just a standardized character and what I've been doing for a while now and I mentioned the I mentioned in my earlier Twitter posts a while ago about the AI ragdoll systems that I've been working on to make a simplified version of my rag doll character motion for the AI and that's actually what's going on here rather than using the VR present system which is what I'm working on the overall sort of present system as we've seen in the previous video if you haven't seen that do check out the hybrid presents video which shows how all these sort of physics based character movement works in VR what this is however is the player is actually an AI rag doll so this is how the AI ragdoll system works able to actually sort of physically grab onto things and that's exactly how the hybrid system works as well where I'm actually physically lifting my body up and everything like that now there are some heavy objects like for example this or here pull that down II it's actually too heavy for me to pull down really yeah there we go and so yeah you can actually see how my body saw these gets pulled about as I move it however of course we do have a physics car so yeah you can freeze things in the air as well and of course the other thing I can do is actually change the colors of objects yeah let's have a look at the menu here we've got some simple aprox boning here just basic stuff like the boxes they come in different sizes as well and you can actually change the scale of an object that you're lifting before you spawn it sorry and the the actual objects themselves you can remove them as well from the scene so let's let's have a little bit of messing with the actual physics itself now each object has its own base mass but you can actually change the mass I had limited it I believe to 999 yeah I'm probably gonna increase that to 9999 just to just add some sort of fun to the system make it a little bit more easy to play with to actually activate these settings the objects themselves when you spawn them will be default when you click them unless you activate these settings with the little checkbox next to them and you can of course play with the buoyancy as well so let's just show you the basic sort of systems here if I spawn a very very light object so we'll go with a mass of five little box here plunk it on the end it'll probably not even go down there we go yeah I thought that would be the case we'll switch that off spawn a larger box and I'm going to need to get onto that now there's a little bit of problem with the actual grabby system I'm not able to actually climb up on top of things and I'll be working on that just making it sort of work a little bit better but for now you can see for me you can see that that actually works and of course you can actually grab things as well as this off throwing falling about in the app and let's have a look at how buoyancy and stuff works too we can of course roll these objects around - and these are non buoyant spheres by default the sphere is fully buoyant so you can throw a ball in there and you can see that's a buoyant sphere and of course you'll also notice that when things hit the water they actually roll about this is a based on pure physics pure real real world physics so things like this do they actually roll over the top and of course they do actually bounce over the top of the water as well if you really throw them fast so you can see actually rolled over the top now that's based on real world physics essentially what happens is the air friction is obviously much less than the water friction and while the object is half way into the water like this sphere here you get less friction above more friction below so there's more of a force pushing back below and as a result the object rolls over the top and that's what happens with things in real world you get this sort of roll field and of course I've just saw this little sore area here which is a replica of the sandbox area they test test area from Mario Sunshine and of course these are standard test area for a gmod map as well and this is all just recreated from scratch I just saw pre-built it and now you can't change a few of the settings as well so you can switch off all this or basic stuff thank you Wow I have not fixed the mouse control I'll fix that before I release this so essentially when I switch the vsync off my mouse is going super slow because the game is actually running at such a high frame rate anyways I'll fix that not no problem and so I have also got some underwater effects and of course if I switch the motion the depth of field on you can see other out actually works underwater and it's really nice now you can swim but you can't actually jump out of the water you can solve launched out by accelerating from underneath and of course you can stand on things that are buoyant as well so if we move this here and throw that in the water drink you can see that these things are buoyant now you can change the color of them as well this is however much lighter than the character by default so if I stand on it now it's just gonna get pushed into the water at which point obviously my character will stop and you can see when I jump off things my feet kick them fast and they actually launch off into the into the ground there well so let's move over to that side there and by spawning a nice platform here and then I'll just flying carpet my way over so you can see here just a pretty basic sandbox area to mess around with and you can see his feet or flailing about the entire character is a ragdoll 100% rag doll so if I spawned something that is really really heavy for example I'll make a really big box and you can see I don't I'm not I'm just not able to pull it about now there's a little bit of glitching going on with the hands and stuff and you'll notice that it just saw unclamped from an object when it gets too glitchy and stuff like that they feed themselves don't actually hold the player up and I'm gonna work on that as well but for now this thing here I'm just gonna cut that off and drop a sort of a 300kg platform instead so you can see here this platform does float and you can see it tries to roll as soon as it stops or starts moving there but I can't actually stand on this one so there we go nice and stand able and of course the system itself is unities on system so everything sort of pretty fast in terms of physics because we're using in feed Nvidia physics and I've done this in the past I've shown this of when when I was testing this buoyancy physics implementation I've shown where I just sort of spawned hundreds and hundreds of objects and the system is is definitely capable of just handling them all and you can see that all works quite well the other thing you'll notice when I jump off an object is it doesn't just get kicked down it gets kicked in the in the opposite direction that I move and that's again that's pure physics based logic so as I'm moving if I run and kick off the floor the floor will get pushed to the side as well as downwards and that's more obvious when you've got for example a heavy sphere so if I won't make a sort of x three ball there we go and then jump on that and you can see he just sort of walks about and it starts spinning and just standing on it obviously causes it to start rolling about now there's some objects I've got thrown over there let's just move them over to there there we go and let's do some little bit of physics messing around here so if we spawn I'll use the 300kg it's a nice sort of basis base mass and we'll drop an object there and we'll drop this time a longer platform so we've got a twelve by one and I've got a seven by one I should probably just freeze that in place so I'm just gonna freeze that in place in fact there we go now I'm not gmod it's a little bit different in terms of freezing things and I might change the control for that but I don't know if I will essentially when you drop something for example like box here and you want to freeze it in air you don't just right-click and let go if you do that this will happen what you have to do is actually be holding the right-click when you let go of the of the main click now you can change these controls they're all part of the standard unity system I have not tested this on a hand controller did I just say hand controller I have not tested this on a gamepad or anything like that so it might be a bit problematic with that let me drop another platform again and this time I'm gonna make sure this is frozen in there and of course you can see here I can't actually solve pull the platform down as well like this with my hands so I can just sort of throw it down stand on top of it really cool I love this thing so let's make this a really heavy box now we'll drop a nice heavy heavy box doo-doo-doo and just sort of spawn it right over there so this is all stuff that you can just play around with whatever you want to do we're gonna make this really heavy box fall on this platform here while I'm standing on the other side they do and you can see how it just sort of falls down as I walk on top of it everything so physically accurate to a certain extent and here we go I nearly made it falling of course you can just sort of grab onto the wall at any point if you want to as well and you can just grab onto this and it's really heavy you can see there my hands glitching my head comes out of where the camera is I wanted to keep the camera a little bit stable now you'll also notice there's actually slight head bob as you run it might not be obvious on on the video there is very slight head bob as you move that's actually not a program thing or an animated thing or anything like that that's because the feet are actually hitting the ground and bouncing off as a result so actually you can actually physically see the bounce of your feet as you move it's quite quite fun stuff there's a lot of things you can just mess around with here you can't spawn the armored just are there that's about all the sort of custom models I made and the other stuff is it's pretty basic stuff so we've got cylinders here and now these cylinders unlikely a typical unity cylinder don't just have sort of capsule colliders they do actually stand on their selves there you can see go so they do actually stand and then of course you can just push it over like in Mario 64 yeah I do a lot of stuff with Mario 64 and I really love that game anyways so that's that and that's pretty much everything you can just off grab things as you saw swim around and if you hold on to these really buoyant things that Hevy you'll actually just sort of float up as well so you can't just pull that down and hold it down you can see I actually float up let's see what else we can do with this I can't really think of anything else to to mess around with in terms of physics we can just drop this thing down here and watch that roll down I have done a bit of lighting effects as well so if we drop a platform here and slide over to this side I was a little bit faster than I expected drop another platform there we go you should probably just do that the whole way and you can see I've messed around with lighting get these sort of bloom and stuff working quite nicely as well if I switch on all my settings here you can see it's a really nice sort of claw when you go into dark spaces and of course the HDR tone mapping just off re remap star as you walk out into the into the brightness as well and that's I believe that's pretty much everything you can sort of do a few of the settings here for quality settings and you can switch off shadows completely if you want to Nvidia vineya as well I just made sure that these things especially that and motion blur is one of those things that a lot of people don't like so I made made settings made sure that you can switch him on and off and of course taser is a restart button if you want and that'll bring you back to the level with a completely reset yeah so have fun with this this is the sort of hybrid physics system for AI characters so what I'm doing is the non VR player is going to be an AI character you can see I haven't done any animations on the hands in fact there's no animations are told the feet just move by mathematics my own solve logic system as well there and so they're not exactly perfect and you can see they're sort of launched about and they're a little bit floaty a little bit weird as you move but yeah so the non VR character is going to be using the AI ragdoll system and these are the ragdolls that you'll be able to push around in the VR system so the same thing with the actual main characters as well you'd be able to just off push them about like that as a VR player so obviously the VR player would have a little bit more control over their hands but it all works in sort of the same system so yeah hopefully like the video hopefully probably haven't just skipped through the whole thing but it was a bit of a saw a descriptive video not not exactly just a quick quick video and I'm fun playing this here because I've had a little bit of fun playing it one of the problems with making something like this is you end up playing it so often while you're while you're testing it that you waste a lot of time so yeah thanks very much for watching see you in the next one and yeah have fun downloaded this the download link should be in the description if it's not there then it probably hasn't been finished uploading oh I haven't finished just making these sort of changes that I need to make as well so thanks very much for watching goodbye
