Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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» THIS FORUM IS NOW OBSOLETE
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» To all the people who come here looking for thrive.
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» Build Error Code::Blocks / CMake
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» Hello! I can translate in japanese
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» On Leave (Offline thread)
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» Devblog #14: A Brave New Forum
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» Application for Programmer
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» Re-Reapplication
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» Application (programming)
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» Achieving Sapience
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» Microbe Stage GDD
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» Application for Programmer/ Theorist
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» Application for a 3D Modeler.
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» Presentation
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» Application of Sorts
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» want to contribute
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» Music List Thread (Post New Themes Here)
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» Application: English-Spanish translator
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» Want to be promoter or project manager
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» A new round of Forum Revamps!
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  Clothing

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Tenebrarum
Commander Keen
eumesmo
Bashinerox
roadkillguy
Chameleonsushi580
~sciocont
US_of_Alaska
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Invader
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 Clothing Empty
PostSubject: Clothing    Clothing EmptySun Aug 22, 2010 3:49 am

I... hope this is the right place for this. Per Alaska's request, here is a clothing discussion thread.


Discuss. Now.
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US_of_Alaska
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptySun Aug 22, 2010 4:03 am

InvaderZim wrote:
I... hope this is the right place for this. Per Alaska's request, here is a clothing discussion thread.

Discuss. Now.
Thankyou. Mind you, i don't have much to say other than Clothing should be handled in the Tech Editor, with physics acting on cloth if possible.
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Invader
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptySun Aug 22, 2010 4:08 am

US_of_Alaska wrote:

Thankyou. Mind you, i don't have much to say other than Clothing should be handled in the Tech Editor, with physics acting on cloth if possible.

I agree. Also, no physics on cloth= weird and unrealistic looking. So yes, if possible.
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~sciocont
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptySun Aug 22, 2010 1:25 pm

InvaderZim wrote:
US_of_Alaska wrote:

Thankyou. Mind you, i don't have much to say other than Clothing should be handled in the Tech Editor, with physics acting on cloth if possible.

I agree. Also, no physics on cloth= weird and unrealistic looking. So yes, if possible.
We can probably handle clothing as a soft body, but then it will only fold along polygonal creases. However, it may be possible to designate it as a material which has a "net" form, meaning flat surfaces will actually be a grid of square polys that can bend easily. Bring it up next time Bashi comes around.
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Chameleonsushi580
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyMon Sep 06, 2010 7:25 pm

Hrrmmm........What if....

As it's already been suggested, clothing is "painted" on with a white layer. After said clothing is painted on, the player can take their
mouse can tug on it in certain areas, making it drape on the creatures's body. This would be a way to make tight vs loose clothing.

Colors could just be painted on, or randomized.
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Invader
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyMon Sep 06, 2010 7:34 pm

Chameleonsushi580 wrote:
Hrrmmm........What if....

As it's already been suggested, clothing is "painted" on with a white layer. After said clothing is painted on, the player can take their
mouse can tug on it in certain areas, making it drape on the creatures's body. This would be a way to make tight vs loose clothing.

Colors could just be painted on, or randomized.

That's pretty cool. As for randomised paint schemes, how about clothes will also sometimes choose important colors, like the colors of your country- think American flag pants. Also, what if your species cannot see color? What'd that do to art and the color of clothes?
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roadkillguy
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyMon Sep 06, 2010 7:45 pm

Physics? On hundreds of articles of clothing??? That's got to be the...

What kind of physics?

Why is it needed?


Last edited by roadkillguy on Mon Sep 06, 2010 7:52 pm; edited 1 time in total
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Chameleonsushi580
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyMon Sep 06, 2010 7:48 pm

InvaderZim wrote:
Chameleonsushi580 wrote:
Hrrmmm........What if....

As it's already been suggested, clothing is "painted" on with a white layer. After said clothing is painted on, the player can take their
mouse can tug on it in certain areas, making it drape on the creatures's body. This would be a way to make tight vs loose clothing.

Colors could just be painted on, or randomized.

That's pretty cool. As for randomised paint schemes, how about clothes will also sometimes choose important colors, like the colors of your country- think American flag pants. Also, what if your species cannot see color? What'd that do to art and the color of clothes?

Mmmmm....I like that~....

If they couldn't see, maybe the clothing would be scented to represent "colors" on the player's screen? Sweet scents being pink, etc...
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~sciocont
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyMon Sep 06, 2010 9:11 pm

roadkillguy wrote:
Physics? On hundreds of articles of clothing??? That's got to be the...

What kind of physics?

Why is it needed?
Basically, I was thinking of having clothing that is made of a cloth a very flexible soft body, so it would be affected by physics in a way similar to regular clothing. However, LOD could probably disregard clothing physics from a certain distance to keep things simple.
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Invader
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyMon Sep 06, 2010 9:21 pm

~sciocont wrote:
roadkillguy wrote:
Physics? On hundreds of articles of clothing??? That's got to be the...

What kind of physics?

Why is it needed?
Basically, I was thinking of having clothing that is made of a cloth a very flexible soft body, so it would be affected by physics in a way similar to regular clothing. However, LOD could probably disregard clothing physics from a certain distance to keep things simple.


That makes sense. It'd probably go away from around... fifty yards' distance?
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roadkillguy
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyMon Sep 06, 2010 10:05 pm

So essentially we have to emulate baggy clothing? I guess we'll see.. Do we HAVE to zoom in that close to begin with?
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Bashinerox
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyTue Sep 07, 2010 12:13 am

Let's see.

Soft-body physics. with full collisions on the body everywhere.

We could simulate maybe..... 1 creature at a time before the cpu catches fire?

Soft-body physics in games will almost never collide with anything. you know, like bandanas on characters and whatnot.

Clothing movements would have to be precalculated and baked into the animations.
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eumesmo
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyTue Sep 07, 2010 6:03 am

InvaderZim wrote:


That makes sense. It'd probably go away from around... fifty yards' distance?

50 yards = to ? meters??

please use measurements in the SI( International System of Units)... unless you don't want to
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyTue Sep 07, 2010 5:58 pm

eumesmo wrote:
InvaderZim wrote:


That makes sense. It'd probably go away from around... fifty yards' distance?

50 yards = to ? meters??

please use measurements in the SI( International System of Units)... unless you don't want to

I think yards and meters are pretty dang close, but I'm not very good with the metric system.
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roadkillguy
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyTue Sep 07, 2010 7:09 pm

InvaderZim wrote:
eumesmo wrote:
InvaderZim wrote:


That makes sense. It'd probably go away from around... fifty yards' distance?

50 yards = to ? meters??

please use measurements in the SI( International System of Units)... unless you don't want to

I think yards and meters are pretty dang close, but I'm not very good with the metric system.

I think you guys are missing the point.

Bashinerox wrote:

We could simulate maybe..... 1 creature at a time before the cpu catches fire?
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Invader
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyTue Sep 07, 2010 10:52 pm

Bashinerox wrote:

We could simulate maybe..... 1 creature at a time before the cpu catches fire?

It'd probably go away from around... 50 centimeters' distance? :/
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Commander Keen
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyWed Sep 08, 2010 12:30 pm

InvaderZim wrote:
Bashinerox wrote:

We could simulate maybe..... 1 creature at a time before the cpu catches fire?

It'd probably go away from around... 50 centimeters' distance? :/

Then we can remove it alltogether and do it like how Bashi said.
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Tenebrarum
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptySun Oct 10, 2010 3:10 pm

Bashinerox wrote:
Clothing movements would have to be precalculated and baked into the animations.

That's actually a really good idea.

Lets say, once the player makes clothing, the system runs through all the different animations most creatures are going through during their life cycles, then adds the clothing. It records these new animations as being attached to the clothing.

Only a couple problems I forsee:

1. Physics might look a bit wonky if say, it's horridly blustery and the clothes blow in the wrong direction. Minor issue.

2. Even after sentience is gained, the critters still have auto-evo running, to my knowledge. What happens when a peice of clothing no longer fits?
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Commander Keen
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PostSubject: Re: Clothing    Clothing EmptySun Oct 10, 2010 3:20 pm

If you have sapient species, the rate at they evolve is so slow it's not actually visible.

Other than that, I agree.
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Tenebrarum
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptySun Oct 10, 2010 3:32 pm

Commander Keen wrote:
If you have sapient species, the rate at they evolve is so slow it's not actually visible.

Other than that, I agree.

Perhaps, but my question still stands. What happens if the clothing no longer fits? Like if you merely have a really fat critter?
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Commander Keen
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptySun Oct 10, 2010 4:06 pm

Yeah, it's a problem. Simply scaling up the clothes don't work, because the critter is fatter but not taller.
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~sciocont
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptySun Oct 10, 2010 6:49 pm

InvaderZim wrote:
Bashinerox wrote:

We could simulate maybe..... 1 creature at a time before the cpu catches fire?

It'd probably go away from around... 50 centimeters' distance? :/
We could just not bother with clothing physics. Is it possible to have them define a few different motions in the TE test environment and then have the clothing simulated in there and its movements imported into the game?
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Deathbite42
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 Clothing Empty
PostSubject: Re: Clothing    Clothing EmptyFri Aug 03, 2012 10:30 am

~sciocont wrote:
InvaderZim wrote:
Bashinerox wrote:

We could simulate maybe..... 1 creature at a time before the cpu catches fire?

It'd probably go away from around... 50 centimeters' distance? :/
We could just not bother with clothing physics. Is it possible to have them define a few different motions in the TE test environment and then have the clothing simulated in there and its movements imported into the game?
Sure.
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PTFace
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PostSubject: Re: Clothing    Clothing EmptyFri Aug 03, 2012 5:17 pm

I think an easy way to make clothes fit you creature is to have have select option, where you place lines on where you would like the sleeves of the clothes to end, and choose the color and texture

Like for a tiger, you would put the select thing on the knees, the neck and the tail.
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Deathbite42
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PostSubject: Re: Clothing    Clothing EmptyFri Aug 03, 2012 6:39 pm

Cool idea.
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