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Program Announcements / DBP Collision DLL v2.05

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Paul Johnston

TGC Developer


Joined: Sat Nov 16th 2002
Location: United Kingdom
Posted: 21st Mar 2006 10:43     Edited: 1st Sep 2009 09:25     | link | toggle

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
Previous versions:

http://sparky152.homestead.com/files/DBPCollisions_v2.02.zip
http://sparky152.homestead.com/files/DBPCollisions_v2.0.zip
http://sparky152.homestead.com/files/DBPCollisions_v1.08b.zip


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

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Joined: Sat Oct 12th 2002
Location: The Netherlands
Posted: 21st Mar 2006 10:51           | link | toggle

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

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Joined: Wed Feb 4th 2004
Location: U.S.A. : Douglas, Georgia
Posted: 21st Mar 2006 15:45           | link | toggle

Yeah this is a pretty cool system. I've been waiting a while for it to be released. It's probably better off released like this instead of integrated into DBP anyway. Something was bound to get screwed up on integration.

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adr

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Joined: Wed May 21st 2003
Location: Job Centre
Posted: 22nd Mar 2006 03:10           | link | toggle

I've only just started using v1 of your collision system and I was impressed with its simplicity.

V1 Is Dead! Long Live V2!


iv tryed everything!!!!!!!!!! could u please just add The gun and shooting Code thats All!!!!!!!!!
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Baggers

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Joined: Mon May 31st 2004
Location: Yonder over dem dere hills
Posted: 22nd Mar 2006 03:16           | link | toggle

Lean, clean and powerful. Nice work again man.

M.I.A is pending
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Lost in Thought

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Joined: Wed Feb 4th 2004
Location: U.S.A. : Douglas, Georgia
Posted: 22nd Mar 2006 04:13           | link | toggle

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 This is a really great system, especially since it is free.

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Freddy 007

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Joined: Tue Nov 30th 2004
Location: Denmark
Posted: 22nd Mar 2006 09:56     Edited: 22nd Mar 2006 09:57     | link | toggle

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

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Joined: Fri Sep 19th 2003
Location: SC, USA
Posted: 22nd Mar 2006 10:14           | link | toggle

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 Sphere casting looks interesting as well...


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
Posted: 22nd Mar 2006 10:22     Edited: 22nd Mar 2006 10:25     | link | toggle

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

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Joined: Fri Sep 19th 2003
Location: SC, USA
Posted: 22nd Mar 2006 10:47     Edited: 22nd Mar 2006 10:47     | link | toggle

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

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Joined: Mon Sep 26th 2005
Location: Oregon, USA
Posted: 23rd Mar 2006 22:39     Edited: 23rd Mar 2006 22:50     | link | toggle

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.

I did put the dll in the plugins-user directory.

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Paul Johnston

TGC Developer


Joined: Sat Nov 16th 2002
Location: United Kingdom
Posted: 24th Mar 2006 05:30           | link | toggle

The dll looks like it's been recognised, otherwise you would have got errors about commands higher up.

What version of DBPro are you using?

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Hawkeye

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Joined: Fri Sep 19th 2003
Location: SC, USA
Posted: 24th Mar 2006 06:39           | link | toggle

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

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Joined: Sat Nov 16th 2002
Location: United Kingdom
Posted: 24th Mar 2006 06:54           | link | toggle

Quote: "Command in DLL command-table duplicated (SC_Collision.dll:setDebug)"

This will happen if you have both the old Collision.dll and the new SC_Collision.dll in the plugins-user folder, although not a problem deleting the old one should remove this message.

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MiR

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Joined: Sun Jul 13th 2003
Location: Spain
Posted: 24th Mar 2006 09:30           | link | toggle

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

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Joined: Fri Sep 19th 2003
Location: SC, USA
Posted: 24th Mar 2006 09:43           | link | toggle

How silly of me. I thought I had already removed the old version before installing the new one Got rid of the old one and it works swimmingly.


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

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Joined: Sat Nov 16th 2002
Location: United Kingdom
Posted: 24th Mar 2006 10:45           | link | toggle

Quote: "Is this dll usable with the DGDK?"

Nope, once the DGDK has VS2005 support I'll see if I can find time to look at this.

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coolgames

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Joined: Mon Sep 26th 2005
Location: Oregon, USA
Posted: 24th Mar 2006 11:08           | link | toggle

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.

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Paul Johnston

TGC Developer


Joined: Sat Nov 16th 2002
Location: United Kingdom
Posted: 24th Mar 2006 14:01           | link | toggle

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

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Joined: Fri Jan 23rd 2004
Location: Middlesbrough
Posted: 24th Mar 2006 14:08           | link | toggle

You have to delete the old dll from the plugins-user folder.
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Benjamin

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Joined: Sun Nov 24th 2002
Location: France
Posted: 24th Mar 2006 16:06     Edited: 24th Mar 2006 16:07     | link | toggle

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

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Joined: Wed Feb 4th 2004
Location: U.S.A. : Douglas, Georgia
Posted: 24th Mar 2006 18:50     Edited: 24th Mar 2006 18:54     | link | toggle

Quote: "Anyone else having this problem?"
Nope works perfectly here (DBP 5.9).

[edit] All of the demos work here.

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coolgames

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Joined: Mon Sep 26th 2005
Location: Oregon, USA
Posted: 24th Mar 2006 20:46           | link | toggle

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.

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Lost in Thought

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Joined: Wed Feb 4th 2004
Location: U.S.A. : Douglas, Georgia
Posted: 24th Mar 2006 20:56           | link | toggle

Why not? You can use very easily convert it over. The old commands are in the new one with extra parameters. Won't take you 5mins to change over.

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Hawkeye

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Joined: Fri Sep 19th 2003
Location: SC, USA
Posted: 25th Mar 2006 06:54           | link | toggle

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

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Joined: Sun Jul 13th 2003
Location: Spain
Posted: 25th Mar 2006 13:02           | link | toggle

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

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Joined: Tue Nov 30th 2004
Location: Denmark
Posted: 26th Mar 2006 14:48           | link | toggle

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
Posted: 27th Mar 2006 03:40           | link | toggle

Quote: "Just to spare you the trouble of finding my other post"

And I'll spare you the trouble of finding mine

Quote: "My mistake, uploaded the wrong terrain demo version. Clear your browser cache and it should work now."

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Darth Vader

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Joined: Tue May 10th 2005
Location: Adelaide SA, I am the only DB user here!
Posted: 27th Mar 2006 03:46           | link | toggle

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
Posted: 27th Mar 2006 03:52           | link | toggle

The do not overwrite them, if that is what you mean.

But SC_ObjectCollision() and SC_IntersectObject() do provide similar functionality to their DBPro commands.

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Darth Vader

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Joined: Tue May 10th 2005
Location: Adelaide SA, I am the only DB user here!
Posted: 27th Mar 2006 05:31           | link | toggle

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

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Joined: Fri Sep 19th 2003
Location: SC, USA
Posted: 27th Mar 2006 08:31           | link | toggle

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

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Joined: Tue Nov 30th 2004
Location: Denmark
Posted: 27th Mar 2006 09:00     Edited: 27th Mar 2006 09:03     | link | toggle

Sparky, I <EDIT> re-downloaded </EDIT> this the 25th or so. Shouldn't that be the fixed version?

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Paul Johnston

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Joined: Sat Nov 16th 2002
Location: United Kingdom
Posted: 27th Mar 2006 10:43           | link | toggle

Yes it should, I've renamed the file (to TerrainDemo_v2.zip) so it should definately work now. I suspect it was being cached somewhere.

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Cash Curtis II

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Joined: Fri Apr 8th 2005
Location: Ramstein, Germany
Posted: 28th Mar 2006 20:47           | link | toggle

Why doesn't TGC use your collision DLL to replace their own, Sparky?

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Lost in Thought

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Joined: Wed Feb 4th 2004
Location: U.S.A. : Douglas, Georgia
Posted: 28th Mar 2006 23:03           | link | toggle

Because they would have to go through the trouble to integrate it. And then it would be too fast.

Besides alot of stuff would get borked on the integration. I'm just glad to finally have it to use publicly

Great Job.

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Turoid

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Joined: Sat Nov 1st 2003
Location: The Netherlands
Posted: 29th Mar 2006 15:32           | link | toggle

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

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Joined: Sat Apr 24th 2004
Location: Hampton,VA
Posted: 29th Mar 2006 16:25     Edited: 29th Mar 2006 16:30     | link | toggle

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
Posted: 29th Mar 2006 16:28     Edited: 29th Mar 2006 16:31     | link | toggle

Quote: "Maybe you can think about making a function like essence said?"

It's not something I want to look into, it would be a lot of work to make such a general command especially for a free dll!

But you should now have the speed and commands to implement a collision system specific to your needs.

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Cash Curtis II

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Posted: 30th Mar 2006 02:22     Edited: 30th Mar 2006 02:24     | link | toggle

Quote: "Because they would have to go through the trouble to integrate it. And then it would be too fast.
Besides alot of stuff would get borked on the integration. I'm just glad to finally have it to use publicly "
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.

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
Pretty handy, and also to avoid the 'need help with collision' threads. "
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.

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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