Program Announcements / DBP Collision DLL v2.05 |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
I've had this sitting around for a while now, with the posibility of including it as core commands in DBPro. But in order to preserve legacy code, and avoid the complexity of adding it in, it's being released as a seperate TPC DLL. DLL: SC_Collision v2.05 (DBPro version) DarkGDK: SC_Collision v2.05c (GDK Version) + Code Snippet Edit: Updated the terrain demo for v2: http://sparky152.homestead.com/files/TerrainDemo_v2.zip Main new features are sphere casting/sliding, and an object collision(a,b) replacement. |
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Essence
User ![]() Joined: Sat Oct 12th 2002 Location: The Netherlands |
Wow Nice job Sparky Actually, it would be great if there is a command that gives you the possibility to make everything collidable within a specified object number range. So i.e. if you have your player which is object 10 and your level which are objects 1000 to 5000, there should be a command like: do_collision(10,1000,5000) or something like that Pretty handy, and also to avoid the 'need help with collision' threads. |
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Lost in Thought
User ![]() Joined: Wed Feb 4th 2004 Location: U.S.A. : Douglas, Georgia |
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adr
User Joined: Wed May 21st 2003 Location: Job Centre |
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Baggers
User ![]() Joined: Mon May 31st 2004 Location: Yonder over dem dere hills |
Lean, clean and powerful. Nice work again man. M.I.A is pending |
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Lost in Thought
User ![]() Joined: Wed Feb 4th 2004 Location: U.S.A. : Douglas, Georgia |
I love the ability to update the object's state when I want to, instead of it auto updating all of them. NGC has just provided this functionality as well. I have been using Sparky's v2 for a bit now and love it except it uses sphere casting instead of ellips. You can make a work around for that in most cases though |
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Freddy 007
User ![]() Joined: Tue Nov 30th 2004 Location: Denmark |
That's really awesome, but I get an error( "Could not understand command" ) at this line(33): setupTerrainCollision 1,1,2 In the terrain example. Otherwise, this looks really cool. Nice job! |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
Quote: "-Improved the speed of raycasting"
Now that's impressive - the old system had an average of 1ms per cast. Can't imagine how fast it is now ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
Quote: "but I get an error( "Could not understand command" ) at this line(33)"
My mistake, uploaded the wrong terrain demo version. Clear your browser cache and it should work now. The only real difference in the new terrain demo is the commands are now prefixed by 'sc_' hence the error! Thanks for the comments. Edit: Quote: "Now that's impressive - the old system had an average of 1ms per cast."
The real speed comes from the binary tree structure, but there are always optimizations to be found in the surrounding code |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
HOLY COW! Just tried out the demos. This baby is frikkin' impressive... and the sliding collision is suheeeeeet. Have a pwngiun on the house ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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coolgames
User Joined: Mon Sep 26th 2005 Location: Oregon, USA |
When I try to compile I get an error I did put the dll in the plugins-user directory. Play my game "Hang Glider"! http://forum.thegamecreators.com/?m=forum_view&t=70854&b=8 |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
I should point out that when I start any of the demos, I get a Quote: ""Command in DLL command-table duplicated (SC_Collision.dll:setDebug)""
message. The proggy still runs fine, but it does spit that out every time...![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
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MiR
User Joined: Sun Jul 13th 2003 Location: Spain |
At the risk of sounding like an idiot. Is this dll usable with the DGDK? Need path finding in your games? Have a look at the tutorials on www.telefonica.net/web2/paskyprog/. |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
How silly of me. I thought I had already removed the old version before installing the new one ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
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coolgames
User Joined: Mon Sep 26th 2005 Location: Oregon, USA |
I'm using u6b3. I still have the old collision dll in the plugins directory. Could they be interfering? I wouldn't think so, since the commands names are different. Play my game "Hang Glider"! http://forum.thegamecreators.com/?m=forum_view&t=70854&b=8 |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
I've tested with 5.9 and u6b3, both work fine here. Quote: "Subscript must be integer or dword when referencing an array at line 154"
That sounds like a compiler issue, the line points to a command not an array. Either it's not recognising that command for some reason or it's reporting the wrong line. Anyone else having this problem? |
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Math89
User ![]() Joined: Fri Jan 23rd 2004 Location: Middlesbrough |
You have to delete the old dll from the plugins-user folder. |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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Benjamin
User Joined: Sun Nov 24th 2002 Location: France |
Quote: " When I try to compile I get an error "Subscript must be integer or dword when referencing an array at line 154". This is the Multiple Intersect Demo that I'm doing." This would happen if the DLL wasn't in the right place, and it would be giving this error on a line that you try to return a value from a command. |
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Lost in Thought
User ![]() Joined: Wed Feb 4th 2004 Location: U.S.A. : Douglas, Georgia |
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coolgames
User Joined: Mon Sep 26th 2005 Location: Oregon, USA |
I removed the old dll from the plugins directory. It works now. My only problem is that my project needs the old one. I will probobly not be able to use this until I finish it. Play my game "Hang Glider"! http://forum.thegamecreators.com/?m=forum_view&t=70854&b=8 |
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Lost in Thought
User ![]() Joined: Wed Feb 4th 2004 Location: U.S.A. : Douglas, Georgia |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
Shouldn't this be, like, stickied or something...? ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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MiR
User Joined: Sun Jul 13th 2003 Location: Spain |
Quote: "Nope, once the DGDK has VS2005 support I'll see if I can find time to look at this."
Thought not. Ok. Preemptive thanks for giving it a look later on. Need path finding in your games? Have a look at the tutorials on www.telefonica.net/web2/paskyprog/. |
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Freddy 007
User ![]() Joined: Tue Nov 30th 2004 Location: Denmark |
So, anything about that terrain error? Just to spare you the trouble of finding my other post: Quote: "That's really awesome, but I get an error( "Could not understand command" ) at this line(33):
setupTerrainCollision 1,1,2 In the terrain example. Otherwise, this looks really cool. Nice job!" |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
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Darth Vader
User ![]() Joined: Tue May 10th 2005 Location: Adelaide SA, I am the only DB user here! |
Do these commands replace the inbuilt DarkBASIC collision commands? I wasn't sure about this with the first version! When in Trouble with anything visit here your number one stop for help |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
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Darth Vader
User ![]() Joined: Tue May 10th 2005 Location: Adelaide SA, I am the only DB user here! |
lol I meant are they better then the in-built ones. and easier! When in Trouble with anything visit here your number one stop for help |
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Hawkeye
User ![]() Joined: Fri Sep 19th 2003 Location: SC, USA |
The built in commands don't even work properly, at least in u5.9. They're going to be fixed in u6, but no way will they match this baby in speed ![]() I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet |
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Freddy 007
User ![]() Joined: Tue Nov 30th 2004 Location: Denmark |
Sparky, I <EDIT> re-downloaded </EDIT> this the 25th or so. Shouldn't that be the fixed version? |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
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Cash Curtis II
User Joined: Fri Apr 8th 2005 Location: Ramstein, Germany |
Why doesn't TGC use your collision DLL to replace their own, Sparky? |
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Lost in Thought
User ![]() Joined: Wed Feb 4th 2004 Location: U.S.A. : Douglas, Georgia |
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Turoid
User Joined: Sat Nov 1st 2003 Location: The Netherlands |
Perfect sparky!! Quote: "it would be great if there is a command that gives you the possibility to make everything collidable within a specified object number range"
Yeah that would speed programs too maybe, depending on how the command is coded within the dll. Maybe you can think about making a function like essence said? ![]() .::Studying game design at the moment::. |
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Oneka
User Joined: Sat Apr 24th 2004 Location: Hampton,VA |
EDIT: Lol wrong thread, anyway great collision sparky! Making better games everday! Oh yeah and just so you know its Oh-nek-a not One-ka! |
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Paul Johnston
TGC Developer ![]() Joined: Sat Nov 16th 2002 Location: United Kingdom |
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Cash Curtis II
User Joined: Fri Apr 8th 2005 Location: Ramstein, Germany |
Quote: "Because they would have to go through the trouble to integrate it. And then it would be too fast.
Sparky has taken care of the integration, though. There would be legacy command concerns, but if Sparky modified his own plug-in for the commands to match, I doubt there would be any problems.Besides alot of stuff would get borked on the integration. I'm just glad to finally have it to use publicly " It would have been perfect for v6, as they're modifying the core 3D dll anyway. It would have been solid, fast, and would work. Sparky's done all the work already. @Essence - Quote: "do_collision(10,1000,5000) or something like that
Just assign object 1000-5000 to a collision group. Then, run collision against that group. That's exactly what you're looking for, and the good Sparky has taken care of it for us.Pretty handy, and also to avoid the 'need help with collision' threads. " Of course, such a function would be really simple do code yourself, if you don't like groups for some reason. It would just iterate between the bounds and perform collision checks. But I promise, groups are great. |
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