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Program Announcements / NuclearGlory Collision System --- v2.01 has arrived!

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Digital Awakening
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Posted: 29th Jan 2004 16:57
NG:
Ok, I'll be thinking about ways to check for objects that can be deactivated then

Thank you and the all the best with your DLL

Digital Awakening
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Posted: 30th Jan 2004 05:08
NG:
Is it ok to post prototypes made with the demo to the DB community (this forum and the LLRGT forum)? I'll include a readme with the URL to your site.

nuclear glory
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Posted: 30th Jan 2004 06:06 Edited at: 30th Jan 2004 06:09
Yes absolutely. You can package the demo DLL with your code too if you like.

EDIT:
A security key system is about to come out for the buyer versions of the DLL. So... we ask that when buyers post code (using the DLL) that they omit their security key before displaying it to the world. Other than that there's no issue

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
OpticEvIl
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Posted: 30th Jan 2004 09:28
I just tried the collision system out in DB, great Job nuclearglory! This was the answer to all my prayers, now I can revive all my scraped game ideas! I would have paid twice as much if I had truly known the power of your collision system before buying it! BTW you must use some sort of interpolation collision detection, am I right? Keep up the good work, I can't wait to try the B3D DLL tom.

L8R...

http://www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=opticevil01272004174820&comments=no
nuclear glory
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Posted: 30th Jan 2004 09:41
Glad to hear it

Quote: "BTW you must use some sort of interpolation collision detection, am I right?"


Depends on what you mean.

It does a sweep collision test from the old position to the new position to detect the collision between those points. Then it places the object in it's final location, etc...

All the best!

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Digital Awakening
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Posted: 30th Jan 2004 16:08
NG:
Great =)

Suggestions for an upgrade:
A setting for the steepest angle an object can stand on without sliding down.

A setting for the highest edge an object can walk up on (stairs etc)

nuclear glory
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Posted: 30th Jan 2004 17:05
Quote: "A setting for the steepest angle an object can stand on without sliding down."


It's already been added for the next release. It allows you to set the minimum Y normal above which downhill sliding will not occur.

Quote: "A setting for the highest edge an object can walk up on (stairs etc)"


The system also works for free-flight collision, which makes this request ackward to add to the system. Currently the 'highest edge' is determined by the forward force in relation to the downward force. If the system calculates that the forward force is strong enough to overcome the edge without being immediately pulled back down by the downward force then it will let you overcome the edge.

If the system weren't handled this way the object would appear to jitter badly while colliding with the edge and the floor (by no real fault of our own as the movement vectors are pulling the object back and forth).

Also, however, this should be something you can custom-code with the data from the feedback system. It allows you to get the contact points of the surface of the ellipsoid with the world. So... if the contact point is too high in relation to the center of the ellipsoid then don't let the object move over the edge.

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Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Digital Awakening
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Posted: 30th Jan 2004 18:31
NG:
Great

I see, well as long as there's a way for me to change it with the code then no problem. I probably won't even do it, it was meant as a suggestion in case I or someone else needs it. I'm currently testing without down force (no floor yet) so it should climb less then it is now.

Thanks

My engine is working nicely at the moment and everything looks great so far

I just had a thought:
When using RayIntersectTypePRO() for the aiming I can activate more objects and then when I use RunCollisionPRO() for player collision I can deactivate everything exept what's closest to the player. Would this work? Would this speed things up?

nuclear glory
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Posted: 30th Jan 2004 18:46
Quote: "When using RayIntersectTypePRO() for the aiming I can activate more objects and then when I use RunCollisionPRO() for player collision I can deactivate everything exept what's closest to the player. Would this work? Would this speed things up?"


Yes, actually it would. Just activate all necessary objects before ray-casting, and then de-activate distant objects for player collision before calling RunCollisionPRO().

Glad to hear it's working out

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Digital Awakening
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Posted: 30th Jan 2004 19:24
NG:
Great

Another suggestion:
RayIntersectObjectPRO() and RayIntersectTypePRO() are nice but I miss something similar for objects. I know that you can code a loop to check the objects an object colides with. But for ease of use why not make IntersectObjectPRO(object, object) and IntersectTypePRO(object, type).

Say your hero holds a pistol in front of him. Placing a hidden object with a collision sphere around the pistol you could check if the pistol touch the map or not making the hero hold out the pistol or lift it up if there's not enough space.

I let you know when I got a working prototype with tiles, mouse controlled 3rd person camera, jumping and a laser sight.

Digital Awakening
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Posted: 30th Jan 2004 19:35
Damn, my camera collision code makes me run out of collision checks in seconds Better not run the camera into the walls so much until I got the full version. Should be getting cash to PayPal soon, maybe I should buy it right away

nuclear glory
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Posted: 30th Jan 2004 19:58 Edited at: 30th Jan 2004 19:59
Quote: "Say your hero holds a pistol in front of him. Placing a hidden object with a collision sphere around the pistol you could check if the pistol touch the map or not making the hero hold out the pistol or lift it up if there's not enough space."


You could probably do this (with limited accuracy) using the ray-cast command. Like, cast a ray from the shoulder to the gun position and if a wall is hit have him hold his gun up.

An "object-2-object" collision command is something that seems to be slowly growing in demand by our developers. We might see it as a future update

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Digital Awakening
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Posted: 30th Jan 2004 20:08
I realised that the gun was a bad example as you probably alrady have a ray casted from it for bullets Anyway, since this dll is made to make stuff easier I think adding object2object and object2type intersection commands are a good thing. Nothing I need at the moment though.

Digital Awakening
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Posted: 31st Jan 2004 00:46
nuclear glory
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Posted: 31st Jan 2004 07:27
Good deal. Feel free to post any developments you make.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Digital Awakening
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Posted: 31st Jan 2004 20:03
Update!
The problem with the floor is now fixed, I just changed a parameter in the collision code so that he doesn't slide on slopes (I'm calling a box a he... : ) The camera code is more optimized now so the demo should last a bit longer, it's also a bit smoother when zooming out. The camera is far from perfect but I'm leaving that for later, at least I want the full version of the DLL first. The jump code have been modified so it shouldn't be so hard to get on those platforms.

dark coder
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Posted: 1st Feb 2004 01:26
once i get dbp im gonna buy this straight away,

but i got 2 questions

how are the elevators and moving objects handled? animation or moving the object in db itself?

and can you rotate the objects like a industrial fan, and still get collision so you get spun around?

nuclear glory
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Posted: 1st Feb 2004 03:47
Quote: "how are the elevators and moving objects handled? animation or moving the object in db itself?"


Moving the object itself.

Quote: "and can you rotate the objects like a industrial fan, and still get collision so you get spun around?"


In about 12 hours it will. I've got finish the docs for the new release and it supports dynamic movement, scale, and rotation.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
dark coder
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Posted: 1st Feb 2004 12:41
one word AWSOME!

ok youve convinced me to get it there isnt any other features i can think of that would make it any better, not even all the professional games these days support scaling collision or even rotating collision.

dark coder
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Posted: 1st Feb 2004 15:08
2 more questions

if you shoot someone with a bullet using ray casting, it will return where it hit, but will it return what object it hit?

and if you shot a moving platform and a bullethole appears when the platform moves wouldent there be a floating bullethole?

Digital Awakening
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Posted: 1st Feb 2004 16:47
DC:
RayHitObjPRO() tells you what object you hit.

Move the bullet hole with the platform.

There's a DBC demo on the site download and try it It got a very nice manual with it.

nuclear glory
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Posted: 2nd Feb 2004 02:55 Edited at: 2nd Feb 2004 03:17
- v2.03 has been released!

This one has some more juice:

- A security key system has been added to the Start() function.
- Dynamic Rotation/Scale support is now implemented
- A new function was added so you can set the max angle for slopes before gravity will drag you down the slope, etc...
- Another concave mode has been added. There are now 7.
- The reference manual is now included in the download packages.
- Examples have been modified slightly to show the new dynamic support at work.
- For DBPro and DBC the include file tick marks (`) for comments were removed.

You can download the demo versions from the site to see the player stand on the moving, turning, and scaling elevator platform!

-Other comments-

Many have been waiting for us to add internal functionality for various things (max slope, advanced gravity, etc...)

I'd like to point out that if you used the normal sliding collision (usually used for free-flight - RESP_SLIDE) that you can custom code ramp/gravity control and everything else using the feedback data from the DLL. You're not constrained to the limits of our helper functions.

As a collision system, it does its job and won't let you pass through geometry. We just went ahead and added a nice set of helper functions to compliment the basic collision. Many of which you could code yourself.

For instance: The RESP_SLIDE_NO_SLOPES and RESP_SLIDE_NO_GRAV are effects that could all be custom coded using the feedback system with the normal RESP_SLIDE response.

Just to give you an idea of what you can accomplish.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Cryptoman
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Posted: 2nd Feb 2004 17:39
Cool deal, but you never send an email telling me how to get the upgrades. Did I miss something?
nuclear glory
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Posted: 2nd Feb 2004 17:46 Edited at: 2nd Feb 2004 17:48
An upgrade emailing to our buyers was sent out, it must not have made it to you.

Send your email address to me and I'll send you the instructions.

My email is: mdd@nuclearglory.com

If anyone has had similar trouble let me know. The mailing was sent out on Feb 1st.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
BatVink
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Posted: 2nd Feb 2004 19:10 Edited at: 2nd Feb 2004 19:10
For your peace of mind, I got it, and I'm looking forward to trying it out.

Cheers!

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
Karlos
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Posted: 2nd Feb 2004 23:08
My upgrade email appeared in my hotmail junkmail folder so it might be worth checking out.

Cheers

Karlos

If it ain't broke - try harder.
XP Pro - Radeon 9000 Mobility- P4 3.0ish
nuclear glory
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Posted: 3rd Feb 2004 00:04
It seems for the most part the mailing was a success. We got a positive response from people shortly after it went out. We'll use a new solution next time. We recently moved servers and the transition was 'almost' smooth it would appear.

I think we'll aim to do a web-based member system for our buyers. That way you can just login to our website to get the latest news and updates, etc...

Thanks for the feedback

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Digital Awakening
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Posted: 3rd Feb 2004 02:01
NG:
I didn't get the update info but I have emailed you now. A member system is a good idea

nuclear glory
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Posted: 3rd Feb 2004 02:24 Edited at: 3rd Feb 2004 02:25
Okay, letter has been sent. Now you should be able to make those tiles in your snipplet rotate too!

If it malfunctions, please contact: <insert faked email here>

for details

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
dark coder
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Posted: 3rd Feb 2004 12:42
the demo wouldent work for me is says some error about case, and my friend couldent run it on dbp, so can you put up a compiled exe version?

nuclear glory
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Posted: 3rd Feb 2004 17:31
Yep. Also, make sure you're running the most current patch for DBP or you might get trouble.

Here's the EXE: http://www.nuclearglory.com/developer/NGColl/v203/dbp_exe.zip

You'll still need the media from the demo package.

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Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
dark coder
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Posted: 4th Feb 2004 01:33
wow, i played the demo 5 times over, im definently getting it

Digital Awakening
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Posted: 5th Feb 2004 03:06 Edited at: 5th Feb 2004 03:08
NG:
I'm currently working hard on my forum (shot on my website, 05 Feb). So I will test out your DLL more when it's done. I have also talked with Mike about speed improvements in U6, things are looking very bright for my game

I'm not sure if I will have any objects that rotates in the game, maybe, maybe not. An elevator that rotates as it goes up/down is one possibility, would get hard to aim standing on one

I'm thinking on ways to speed the game up as well as handling the camera. I may go with a camera that doesn't zoom in when it hits the wall, that would improve the aiming.

dark coder
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Posted: 7th Feb 2004 22:54
ug when will my dbp get shipped, the sonner i get it the sooner i can buy this,

i realised on the demo the player rotates along with the platform, is this coded in, or is it part of the dll??

and can you get the demo working for dbc i have v 1.13 enhanced and it wont run

nuclear glory
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Posted: 7th Feb 2004 23:18 Edited at: 7th Feb 2004 23:21
Quote: "i realised on the demo the player rotates along with the platform, is this coded in, or is it part of the dll??"


It's part of the DLL. It is set in the SetCollisionsPRO() statement with a setting with: DYN_RESP_LOCK

It can be shut off changing the setting to: DYN_RESP_LOCK_NOTURN

Quote: "and can you get the demo working for dbc i have v 1.13 enhanced and it wont run"


A special version was made for DBC alone. You can find it on our website. The above demo works only in DBPro and Blitz. It doesn't work in DBC because the media won't load properly so we were not able to rebuild the demo for DBC. If you download our DBC package you'll find a free-flight example with a large race track that is dynamically turning.

All of the commands available for the DBPro DLL are also available in the DBC version, so there is no concern that you'll lose out. Buyers receive free downloads of all avilable packages. So you can use both the DBC or DBP dll for either engine you decide to work in.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Marthik
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Posted: 16th Feb 2004 07:19
Can u place graivty points, or wells, like seroius sam, or is it all downward, like half-life, quake and most other games.
nuclear glory
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Posted: 16th Feb 2004 08:33 Edited at: 16th Feb 2004 08:33
The DLL built-in helper gravity is only downward.

You can, however, use your own methods of gravity on your objects and collision WILL work properly. So... you can custom program any methods gravity you want and still have proper collision.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Large Mouse
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Posted: 16th Feb 2004 23:37
can it do mesh-to-mesh collision? i looked at the site, but it didn't look like it.
nuclear glory
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Posted: 16th Feb 2004 23:51 Edited at: 16th Feb 2004 23:51
Currently it does not do mesh-2-mesh collision.

The real issue with mesh-2-mesh collision is rotation. If the meshes did not rotate it wouldn't be a real big issue to add.

The points in a mesh rotate around an arc when the mesh is rotated. So... one of 2 things would happen:

A) We just plug it in and get precision errors with rotation (the faster the rotation the worse the error) and this could possibly lead to meshes slightly penetrating/slipping through each other when they're face to face and rotating.

B) We figure out how to bend a ray around an arc and greatly increase the complexity of the collision calcs. (this will impact performance)

Considering it (option B) would be a heavy modification, we would need a real push from the community to inspire us to follow through with all of the work it would take to accomplish that.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Large Mouse
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Posted: 18th Feb 2004 02:41
if it's an issue of figuring out where the vertexes are now, you could measure the distance and angle to each vertex, put all the vertexes in the center, adjust angle by rotation and move vertexes out the distance. that shouldn't be to hard. it's essentially how i do camera positioning if i want it to focus on a point.
nuclear glory
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Posted: 18th Feb 2004 03:08 Edited at: 18th Feb 2004 03:15
Yes, figuring out the vertex positions isn't a big deal. It does that now with the moving platform collision. (Ellip - to - dynamic mesh)

The issue comes along when the verts rotate around the object.

See, there's a time factor to calculate from the last position of the verts to the new position of the verts - to be sure they don't pass through something when the rotation occurs.

Checking the final position is not good enough because the verts might have already went through an object. The travel path of the verts (when an object rotates) happens around an arc. And hence, that's where the trouble will lie. This is especially true when the mesh is colliding with multiple surfaces at once.

I've had a break from major work on the engine, so that may very well be something I look into doing properly now. It will be a nice new addition if I can crack it


EDIT:
I'm patiently waiting the release of U6 before making any major updates to the system.

I want to dabble with BSP's (for collision support) and possibly an internal quad-tree system to greatly increase the speed/power of the collision system.

Most of the above fits into 'wishlist' work atm, but there's a good chance I'll persue it

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Large Mouse
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Posted: 19th Feb 2004 07:51
would it help if i bribed you with chedder?
nuclear glory
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Posted: 19th Feb 2004 17:24
Just because I live in Wisconsin doesn't give you the privilege to tease me with cheese!

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Lord Ozzum
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Posted: 22nd Feb 2004 08:25
good luck NG

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MASTER!!!
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nuclear glory
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Posted: 23rd Feb 2004 01:01 Edited at: 23rd Feb 2004 01:02
Thanks Mr X

Okay, I'm putting a post here in regards to a particular question that gets asked a lot. This is "How can I create my own slope/gravity control for stairs and slopes?"

Basically, you want to shut-off gravity when you're standing on something. And that will stop you from sliding downward.

The question then becomes, how do you know when you're standing on something flat enough?

Take this code snipplet:



And there you go. The variable "gravity" will have a value of 1 if your player IS NOT standing on something, otherwise it'll be 0. Then just turn your gravity on/off based on that variable.

Now, what happens if the stairs are on the ceiling?

Well, your gravity force should be inverted to start with. Then your code snipplet would look something like:



That, for the most part, covers what you're trying to accomplish. If anyone has any questions about the above code, feel free to post back and I'll place answers here as needed.

All the best

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Overdroid
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Posted: 25th Feb 2004 21:56
Now I have my players walking on the ceiling and walls!

Huzzah!

"If you want an audience, start a fight."
- Gaelic Proverb
nuclear glory
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Posted: 26th Feb 2004 08:55
Great

If you ever decide to put your game/demo up publicly, feel free to drop it by our showcase. I'm sure it'll make a sweet addition

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Magellan
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Posted: 27th Feb 2004 09:56
Just wanted to say nice work
I get 16 FPS but I suppose that is because of my lack of 3D card, lol.
nuclear glory
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Posted: 27th Feb 2004 23:29
Thanks a lot.

Yes, I have a rather clunky gfx card myself and had to explain to everyone the reason the FPS was low in the screenshots for the collision system

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Overdroid
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Posted: 3rd Mar 2004 11:53
I'll certainly let you guys know when I have something decent to showcase. I've got quite a bit of work to do yet. I certainly couldn't have got as far as I did as quickly without NG. Dealing with Euler rotations in particular was pretty hairy. I believe my side and ceiling walking players will be able to move about on mobile, rotating platforms in all six orientations as well, but I haven't tested this yet.

"If you want an audience, start a fight."
- Gaelic Proverb

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