Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

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

Author
Message
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 4th Mar 2004 09:21 Edited at: 4th Mar 2004 09:22
@Overdroid
Sounds great


- To EVERYONE -

The source code for our collision system is now available for purchase! You can buy it and even make your own products from it! (without paying us royalties)

See our homepage: http://www.nuclearglory.com

If you've already purchased the DLL you get a $15 discount. (read the bottom of the page about the full source)

You can go directly to the page at: http://www.nuclearglory.com/ngc_source.php


We are working on upgrading our mailing system. We'll send all of our buyers direct details on how to discount order. If you contact us directly at admin@nuclearglory.com we'll get you setup with discount ordering. Just provide the email address you ordered the DLL with.


Does this mean the DLL won't be updated in the future?

Absolutely not. We're going to create a community for everyone who has purchased the full-source of the collision system to share ideas with one another. In fact, it should lead to better upgrades of the DLL.

If anyone has any questions, feel free to post or email us.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lord Ozzum
21
Years of Service
User Offline
Joined: 29th Oct 2003
Location: Beyond the Realms of Death
Posted: 6th Mar 2004 23:51
Nuclear Glory, you are nice...unfortunately, i got no moneys!!! But, good luck!!!!!

Captain Ouais
20
Years of Service
User Offline
Joined: 12th Dec 2003
Location: France
Posted: 12th Mar 2004 22:45
Hello I have great difficulty to make function my program !
here, my object passes has through the cubes ,Why??
it would be possible to have a simple example Juste with 2 or 3 object because to translate a whole complex code remains very complicated



Thank you to help me

@++
Captain-Ouais !

I am against the fact that one is not for,sometimes it is the opposite (Google translation ) :p
Atari 2600 mega-overcloked (quake 3 FPS : 80)
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 13th Mar 2004 01:33
Try this on for size:



Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Captain Ouais
20
Years of Service
User Offline
Joined: 12th Dec 2003
Location: France
Posted: 13th Mar 2004 18:43
Ok, thank you, i understand better how that functions now !!!
I will be able to advance in my code,I am very happy !!!

@++

Captain-Ouais !!

I am against the fact that one is not for,sometimes it is the opposite (Google translation ) :p
Atari 2600 mega-overcloked (quake 3 FPS : 80)
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 25th Mar 2004 23:38 Edited at: 25th Mar 2004 23:39
I am leaving folks.

I'm changing locations and may be unplugged for up to 30 days.

My good associate will be handling tech. support on our website while I am away. I will have him look here every so often to help with any technical problems that may arise.

My scheduled departure is March 28.

I'll be back

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lord Ozzum
21
Years of Service
User Offline
Joined: 29th Oct 2003
Location: Beyond the Realms of Death
Posted: 27th Mar 2004 23:47
cya

You're just jealous cuz the voices don't talk to you!!!
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 17th Apr 2004 20:57 Edited at: 18th Apr 2004 09:00
We've been hard at work.

The C++ version of the collision system is now ready to rock & roll! Details at our website: http://www.nuclearglory.com/ngc.php

If you're already a buyer, you can upgrade for the difference between the cost of the C++ version and what you've already paid to us ($4.95). It is limited time. Offer expires May 1.

You can order your upgrade directly from the page:
https://usd.swreg.org/cgi-bin/s.cgi?s=3772&p=3772100004&v=0&d=0&q=1&t=

PayPal (upgrade) ordering:
http://www.nuclearglory.com/developer/NGColl/v203/cpp_uf_paypal.php


Please order with the same email address that we have on file for you in our mailing list. This is the same email address you first purchased with, unless of course you've previously asked us to change it.

--- Online Poll

Tell us, what should be focused on for the next release of the collision DLL? We are planning version 3.00 and want your feedback!

Fill out your votes at:
http://www.nuclearglory.com/developer/NGColl/poll/ngc_poll.php

Your time is appreciated.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Scraggle
Moderator
21
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 18th Apr 2004 21:53
Hello all!

I have written a PDF reference manual for the Nuclear Glory Collision system.

It contains nothing that can't be found on the nuclearglory website but I find it much easier to have a paper manual in front of me when I am learning a new system.

If you would like a copy of it so that you too can have a printable PDF help manual then drop me an email and I will send it to you.

If Mr. NuclearGlory himself is reading, perhaps you would like to make this available on your website. I am sure it could be of help to a lot of people.

Scraggle



1001001 S.O.S.
xMystik
21
Years of Service
User Offline
Joined: 29th Jun 2003
Location:
Posted: 18th Apr 2004 23:59
Thanks Scraggle,

Just printed it out and it looks great

Cheers

Steve
www.xmystik.com
Scraggle
Moderator
21
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 19th Apr 2004 00:23
No Problem - I just find paper so much easier than using a screen and why let my hard work go to waste, let everyone share it, that's what I think.



1001001 S.O.S.
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 20th Apr 2004 11:48
Hey Scraggle,

That sounds great. You can email it to me: mdd@nuclearglory.com

I'll contact you at your posted email address as well.

It sounds like it would make a great addition. I will be happy to post it in our "Tutorials" section and make a note of it on our forums. All with credits to you of course. Do you have a website?

Thanks again

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
OSX Using Happy Dude
21
Years of Service
User Offline
Joined: 21st Aug 2003
Location: At home
Posted: 20th Apr 2004 15:25
As I'm writing my game in VS, I would, of course, need the C/C++ version. The only problem I see is that the DLL would need to be in the same directory as the executable (for example), which means that the DLL is exposed for all too see (and copy).

The only thing I see stopping it being a problem is the keycode system (which I would probably protect in my program so it cant be easily decrypted and then used elsewhere).


The place for all great plug-ins.
Keeping it Unreal since 2004
Scraggle
Moderator
21
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 20th Apr 2004 18:18
@NuclearGlory

You should have it in your inbox now.

I hope you can make use of it.



1001001 S.O.S.
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 20th Apr 2004 20:44
well the chances are no hardcore cracker is going to crack this dll , the only way they would even consider it is if your game was a very popular game (outside of the db community), and is sold at the shops that people would attempt to crack it

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 20th Apr 2004 23:17 Edited at: 21st Apr 2004 00:20
Quote: "The only problem I see is that the DLL would need to be in the same directory as the executable"


No it doesn't. Look in the NGCollision.h file at line 228. You could modify it to load the DLL from anywhere. Which also means you could do things like have it packed in a protected format and unpack it at runtime to any destination for loading, etc...

Quote: "You should have it in your inbox now.

I hope you can make use of it."


Thanks a ton, I sure can. I'm going to put it up within the next 15 minutes or so.

EDIT:
Okay, the manual is online and ready to go.

You can find it here:
http://www.nuclearglory.com/tutorials/NGColl/203/DBPro/

@Scraggle
I also emailed you asking if it was cool to use your name and such displayed with the download link.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
OSX Using Happy Dude
21
Years of Service
User Offline
Joined: 21st Aug 2003
Location: At home
Posted: 21st Apr 2004 00:47
The location was only an example - I tend to load all DLL's at run time for internal function checking.


The place for all great plug-ins.
Keeping it Unreal since 2004
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 21st Apr 2004 03:58
Cool. Shouldn't be a big deal eh?

The keys aren't passed in as strings so it's not incredibly easy to hack the keycodes out. That was a main reason we avoided using strings.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 25th Apr 2004 00:56 Edited at: 25th Apr 2004 01:07
Allright, I've spent a long time implimenting crouching, proning, and uncrouching and unproning using custom gravity that works based on acceleration. So far everything works fine, except when I run the test to unprone what I do is I cast a ray straight up from the player, as you said. If the ray doesn't hit anything, I let the player unprone. If it hit's something, obviously there's something above your head, and you cannot stand.

The problem is, the ray doesn't have any thickness, and the character does. So even if the ray doesn't hit anything, that could mean that half of your body is still under something, and just the middle of your head isn't. Or you could even be under a tiny hole, and the ray would go right up through it and say it's ok to stand.

I don't really want to have to run 4 tests for every time the character stands, is there any way to cast a thicker ray? Like, a ray with a diamater? That would save me a lot of time.

And come to think of it, if there's ANY thin piece of anything right above the player, like there's a very thing cylinder right above him, it'd be coincidince if a ray actually hit it. You'd need a very large number of tests to check for something lke that...

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 25th Apr 2004 02:01 Edited at: 25th Apr 2004 02:04
We'll be putting an ellip-cast command in the next release. It works like ray-casting only it casts an ellipsoid through space for testing.

I think ellip-casting is exactly what you need. Fortunately, you can do this with your current release with a little extra work.

What you would do is create another ellipsoid object (I'll call it the "scan object") that should be the same dimensions as your crouching ellipsoid object. When the player hits the key to stand up, position this scan object at the exact positions of the player and call ResetObjPRO(). Then, move this scan object upwards far enough, that if it clears, you know the player is safe to stand up. Now you're almost done. You have to wait for one frame to pass first (for the code to call RunCollisionPRO()). Then, on the next frame do something like:



It may take some tweaking on your part (IE: if the player's ellipsoid gets wider when they stand up) but I think you see what I'm getting at. You're basically faking an "ellip-cast" system.

Just have to get creative with it sometimes

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 25th Apr 2004 08:16 Edited at: 25th Apr 2004 09:19
How would I go about finding out if a character hits his head on something?


That works for the ground, but what about for the head? I need to reset the jump move variable if he hits something

Edit: nevermind, got it. As soon as I fix the uncrouching / unproning, the basic physics should be complete. When did you say dynamic rotation will be implimented? (I need to get doors working)

Edit2: On the topic of doors, I'm worried about how my character will be able to interact with the world. I want objects to be able to react dynamically to the character. If my entire level is .X, how can I determine what a ladder is? Or if I'm underwater (especially if the water will be at variable heights) how will I know that I'm in the water? Or if I hit a door, how will I be able to make that door open? I'm just trying to figure out how collision will work with these things.
And is there any way to make it so you wont collide with part of the level but still register a collision? Like if there's a plant object...any way to make it have no collision but make a rustling sound when you run over it?

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 25th Apr 2004 09:41
Yes. No. Would you like fries with that? jk

The code would be:



Quote: "
When did you say dynamic rotation will be implimented?
"


It already is in our latest version 2.03. The 3rd_shooter example proves that it works with the dynamically turning/scaling elevator.

Quote: "
Or if I'm underwater (especially if the water will be at variable heights) how will I know that I'm in the water?
"


Water isn't as easy, because you have to be within the water volume. You could use the collision system to get impact with the water but being within the water is something you'll have to code. Probably just a box check on your part. You know the drill:




Quote: "Or if I hit a door, how will I be able to make that door open?"


There's a command to get the object number that was collided with. The command is CollisionHitObj(). So, go through the list of objects the ellip hit, and compare the returned object number with all of the doors you are currently drawing. If the object number matches any of your doors, then you know which door was hit (if any).

Quote: "
And is there any way to make it so you wont collide with part of the level but still register a collision? Like if there's a plant object...any way to make it have no collision but make a rustling sound when you run over it?
"


Yes, RESP_NONE collisions are a parameter for the SetCollisionsPRO() statement. It will register the collision for the feedback commands (IE: CollisionHitObj()) but won't physically affect the object.

See the manual:
http://www.nuclearglory.com/tutorials/NGColl/203/DBPro/SetCollisionsPRO.php

And for your plants, it would be like the same thing you did for the doors.



Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Overdroid
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location:
Posted: 26th Apr 2004 15:55
Hey,
I'm using the "create your own gravity" code mentioned a little while back in this topic and I seem to be having a problem with moving platforms. When the platforms move side-to-side my player object won't stay on top of them (it moves with the platform, but not fast enough, and the platform eventually slides out from underneath). Any suggestions?

"If you want an audience, start a fight."
- Gaelic Proverb
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 26th Apr 2004 16:27
Your gravity must not be pushing down into the platform all of the time. If you're using some sort of gravity toggle that switches gravity off automatically, then you'll probably experience this problem because the player is no longer standing on the platform. It is rather floating suspended above the platform so the platform can slide out from under the player.

Feel free to post your code as well, if it's not a beast.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 27th Apr 2004 01:12
Just make it so that if you're standing on an object, make the downward gravity like .02 or something. It wont fall through anything because the collision will keep it up. If you need to test if your character's gravity is 0, just test if it's <= .02

Worked like a charm for me.

Overdroid
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location:
Posted: 1st May 2004 16:17
All of your solutions and explanations were extremely helpful and solved my problem in full.

Thanks NG and QTRaven

"If you want an audience, start a fight."
- Gaelic Proverb
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 1st May 2004 18:31
Thank you kindly Overdroid

Would you mind if I used your post as a testimonial on our website? And if that's cool, could you provide your full name and/or website address for us to display with it?

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Overdroid
22
Years of Service
User Offline
Joined: 22nd Sep 2002
Location:
Posted: 2nd May 2004 03:19
Sure,

Although I think I was asked this before, so I might already have a testimonial up on your site (I tend to gush a little when it comes to NG).

Anyway,

Joseph Limbaugh
Overdroid on The Game Creators forum
[href]www.overdroid.com[/href]

"If you want an audience, start a fight."
- Gaelic Proverb
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 2nd May 2004 04:14
Thank you kindly.

You are, in fact, already on the site for a testimonial. I remember you had emailed us, and that's when we asked you. That would explain why I didn't know your forum name here, lol.

All the best

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 14th May 2004 00:31
A static .lib version of the collision system is now included in the C++ package. So... you can now compile the plugin right into your EXE and have collision.

The new package also includes FULL SOURCE of our in-house game engine with complete source to the running EXE file! It also contains a full manual and integration guide that steps you through how the integration works.

Furthermore, all of our C++ buyers are receiving a free upgrade to the next major upgrade (version 3.00).

Complete details at:
http://www.nuclearglory.com/ngc.php

All current buyers should have already received an emailing with download instructions for the new package.

We're expecting great things for version 3.00

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 14th May 2004 00:41
Any idea on the prices for the 3.00 version?

"People don't fail ..... they stop trying." Specs. P4 2.8GHz 800 FSB | 512MB DDR333
GeForce FX 5200 AGP 256MB | Windows XP Pro Full
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 14th May 2004 05:24 Edited at: 14th May 2004 05:26
Between $19.95 and $24.95 for new buyers.

It'll be totally loaded, so the price will be well worth it.

All who purchase before we release the 3.00 version should expect either a free upgrade or upgrade for the difference in cost. It's undecided at this point.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 14th May 2004 10:46
I have already purchased the 2.03 version and if the 3.00 version is even better sign me up I have a few problems with the 2.03 version but overall it is fantastic and extremely easy to use.

"People don't fail ..... they stop trying." Specs. P4 2.8GHz 800 FSB | 512MB DDR333
GeForce FX 5200 AGP 256MB | Windows XP Pro Full
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 16th May 2004 03:23
What kind of problems do you have? Give me specifics and I'll see if there's something we can do about it.

One of my dislikes is the ConcaveMode() settings. I would like to design a "one setting fits all" mode, so we can do away with the command altogether.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 16th May 2004 06:40 Edited at: 9th Jun 2004 11:12
Indeed the concave mode is my main issue. Someone from Nuclear Glory has already helped me with a workaround for most of my problems. It would be fantastic if you could add a command to limit what height your object can climb over. It seems that No matter what settings I use (unless I put gravity at ungodly levels) my player can climb over objects (square objects) that are around 1/2 its height. I was wanting something more like 1/4 it height. But using your fast normal commands I have found work arounds for it I thought it would just be easier to have a setting. I would have thought the minslope command would do this but I have seen little change from setting it to .1 to 100 unless My gravity was set very high. All and all this is an awsome dll. Well worth $15. I am looking forward to the new version.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 9th Jun 2004 22:05
Did TCA bump the thread or did something get whacked?

If it was a bump, then thanks

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Shadow Light
21
Years of Service
User Offline
Joined: 13th Sep 2003
Location: W. Ks USA
Posted: 15th Jun 2004 13:18
Sorry if I'm repeating something someone else has asked, but I'm having trouble using the Roll Object Left o/r Right command while using NG. Is this not supported yet or am I just overlooking a simple programing error?

To Fragg or Not To Fragg....
Yea right. Let's FRAGG EM ALL!!!!
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 15th Jun 2004 22:55
The object rotation commands in DB such as "y rotate" and "turn object" seem to work on different rotational coordinates than the "rotate object" command. Currently, the only rotational command supported is the "rotate object" command as we can retrieve those rotational values.

The next major release is planned to have it's own private set of rotational functions to allow easy rotation commands while keeping proper collision.

So... you'll have to make do with the "rotate object" command for now. It's unfortunate really.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Shadow Light
21
Years of Service
User Offline
Joined: 13th Sep 2003
Location: W. Ks USA
Posted: 16th Jun 2004 09:51
So how long do I have to wait for the next release, cuz I'm gonna hold my breath untill I can get it. Starting Now!

To Fragg or Not To Fragg....
Yea right. Let's FRAGG EM ALL!!!!
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 16th Jun 2004 10:09
Only 15-45 days. I'll call the paramedic if you're blue and cold (like your avatar) when we release.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 20th Jun 2004 00:33
Quote: "So how long do I have to wait for the next release, cuz I'm gonna hold my breath untill I can get it. Starting Now!"


Quote: "Only 15-45 days."


you're feeling alright mate?



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
Xavier Studios
20
Years of Service
User Offline
Joined: 20th Jun 2004
Location:
Posted: 21st Jun 2004 03:47
It's looking Good!

~Flatcoatmix

Shadow Light
21
Years of Service
User Offline
Joined: 13th Sep 2003
Location: W. Ks USA
Posted: 22nd Jun 2004 11:22
mummmum mmumm mmm.. ... Ahhhhh!
OK I had to take a short breath. I was starting to turn all the way blue. I'm still waiting and counting the hundreds of seconds untill I can resume taking over the entire world.

To Fragg or Not To Fragg....
Yea right. Let's FRAGG EM ALL!!!!
Shadow Light
21
Years of Service
User Offline
Joined: 13th Sep 2003
Location: W. Ks USA
Posted: 3rd Jul 2004 17:39
Just before I passed out this morning from holding my breath( ), I was wondering if you could include a command to make individual collision shapes semi-visible. This would help me and others to ensure that we have the collision shape sized and positioned correctly in relation to our models.

It's amazing the deep thoughts you can have when your delusional from oxygen deprivation. Well, back to my sacred vigil.

To Fragg or Not To Fragg....
Yea right. Let's FRAGG EM ALL!!!!
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 4th Jul 2004 01:11
Yes, that's been one of our biggest requests. If we didn't implement it in the next release we'd sure hear about it later, lol.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Shadow Light
21
Years of Service
User Offline
Joined: 13th Sep 2003
Location: W. Ks USA
Posted: 8th Jul 2004 16:35
?
Will we need to upgrade DBP to 5.4 in order to use the next version of NGC or will that not be a factor?



To Fragg or Not To Fragg....
Yea right. Let's FRAGG EM ALL!!!!
Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 9th Jul 2004 11:15
I also have a question. Would it be possible to make it so instead of limiting the object numbers to 1 - 5000 ... you could have any object number but not load more than 5000 objects? It is getting very hard to keep the collision objects in the 5000 object range as when you build levels they will have many objects that you don't need collision with but now I have to change all the object numbers of the objects I don't want collsion with and change all the ones that I do want collision with below 5000 It is very slow and aggravating.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 9th Jul 2004 15:20
Quote: "Will we need to upgrade DBP to 5.4 in order to use the next version of NGC or will that not be a factor?"


It shouldn't be a factor. The release will be coded for 5.4, but it mostly depends on the compatibility issues of the include file, nothing that can't be tweaked on your end.

Quote: "Would it be possible to make it so instead of limiting the object numbers to 1 - 5000 ... you could have any object number but not load more than 5000 objects?"


No, not without using a type list or dynamic array or something. The problem here being that you are not allowed to attach data to objects (thus we lose tracking of which objects are which) and we would have to continually cycle through a list of all loaded objects to find the matching one, and this is not going to be fast.

The 5000 limit comes from an internal array (sized at 5000) that simply indexes the loaded object. So... whenever you pass an object number to the collision system it can immediately access the object and get the job done.

Preferrably there wouldn't be a limit and there really doesn't need to be except to accomodate the "access" problem described above.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com
Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 9th Jul 2004 16:40
Couldn't we make an array or something holding the conversion numbers. Like dim collnums(5000) as integer

collnums(1) = 15
collnums(2) = 45
..... and so on using the value stored in the array as the real object number and the array index would be the real collision number.
collnums(5000) = 10000

Then we could pass that arrays information to the collision system as we declare the types and it could use it to convert the numbers.

This may not even be possible or too slow but it would be nice to have in any case. Unless like you say it could evolve to not needing to be capped at 5000.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 9th Jul 2004 19:22 Edited at: 9th Jul 2004 19:24
Yes, you could do that now if you made a custom version of the include file.

It's important to note that the DLL just looks at the object numbers as simply that, a number representing an object in the DLL (which happens to be the same object number as in DBP to keep things simple).

This means you could use your own numbering system with the current release of the DLL. Looking at the RunCollisionPRO() function in particular I think you'll see this.

The DLL goes through a loop and calls the object numbers off the stack (these could be your array indices) and then grabs the object positions (which you could fetch after getting the REAL object from your array using the index). And so on and so forth.

Just keep in mind that the DLL only sees the object numbers and these NEED NOT be the DB object numbers if you wanted to code your own system. They are simply the DLL's internal object ID.

The short version:
The DLL has its own set of internally defined objects.
These happen to be set with the same ID as the DB object numbers.
You could use any ID you wanted for these internal DLL objects.

And there you have it.

All you have to do is re-write the include file to work from your array indices rather than direct object numbers.

Something like:



It's pseudo-ish code, but you (hopefully) get the idea.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Lightwave Scene Exporter to .X also at: http://www.nuclearglory.com

Login to post a reply

Server time is: 2024-11-22 13:41:46
Your offset time is: 2024-11-22 13:41:46