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

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Lost in Thought
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Posted: 10th Jul 2004 05:51 Edited at: 10th Jul 2004 12:34
I'll give it a go when I get home. Never thought to even read the include file Thanks.

[edit] I am going to need a bit of sleep before changing all this around but I see what you are talking about Will hopefully get it done this weekend. I will post it if I get it working.

Shadow Light
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Posted: 12th Jul 2004 06:31
Is it here yet! I know it's only the 12th but I keep passing out, and I don't have too 2 many brain sells left as it was when I started holding me breth. PLEEEAAASSSSE! tell me something!



To Fragg or Not To Fragg....
Yea right. Let's FRAGG EM ALL!!!!
Lost in Thought
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Posted: 12th Jul 2004 06:32
Patience young grasshopper

nuclear glory
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Posted: 12th Jul 2004 07:41 Edited at: 12th Jul 2004 07:44
@Lost in Thought
Sweet deal. I think it would be a good alternative for the advanced programmers. I might have to take the time to document that end of it (in the next version) so it can be used to it's max potential.

@Shadow Light
The new NGC is being done in the midst of some other classified projects. Many of the projects are interdependent (long story, but it'll make sense in time) so it's important that they are all completed together. One of the projects keeps snagging everything, and I'm working passed that point.


--- Everyone ---

One of the biggest things in the new NGC is performance optimization (internal octree engine, collision list control, and other proprietary ops). You should be able to plug it in and have your game run faster than it does with the 2.03 release.

The other big thing planned is BSP support. The collision plugin is planned to have an internal reader to directly read the BSP from file.

If anyone has some built BSP files they would like us to test it against before release, please send them this way. Email them to admin@nuclearglory.com and we'll make sure they work with the new internal BSP system

I'll post info as soon as it's available. We're working full time to get everything done.

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
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Posted: 12th Jul 2004 08:23 Edited at: 12th Jul 2004 11:37
Well that sounds fantastic.

[edit] I have ran into several problems trying to convert the include file over to my own index system. I don't know which function calls need the actual object numbers and which ones I can use my index number. I will continue trying but any help in this matter would be appreciated. I am using NGC V2.03 retail.

What I am trying to use for my automatic indexing system is something like
This is called at the top of function CollisionTypePRO( object, collID ) everytime it is called. I was going to use Collision_Index_Final in place of object number. This will keep the index numbers in order from where it was last called. But I can tell that some dll calls need the actual object numbers as when I replace them with the index it affects the object numbered the same as the index. Thank you.

[edit2] Also a warning to anyone else who is trying this. If you have a typo in the object numbers to the dll calls it may restart your computer instantly so close all other programs and save frequently

Shadow Light
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Posted: 12th Jul 2004 17:28
I'm patient.......*taps feet*......I've just been wondering how things are going. *taps feet some more*

Anyway, as usual you've got more good news, but can we get a hint of what might be coming up after NN is up and running. Better yet, don't tell me cause I'll just lose my mind.

Besides,I've been working on a model modifier/level maker while waiting and it's almost done. So I'm ready to get back to my main project.


To Fragg or Not To Fragg....
Yea right. Let's FRAGG EM ALL!!!!
nuclear glory
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Posted: 13th Jul 2004 02:17
Quote: "I don't know which function calls need the actual object numbers and which ones I can use my index number."


All of the funcs need your index number, none of the DLL calls need the object number.

Try a code more like:


Then to call it you go like:


Hope that helps. Essentially you're creating an alias (the index number) for an object that the collision system will recognize the object by. The index number ranges from 1 to 5000 and the object number can be anything.

(I haven't tested the above code, but it looks right)

Quote: "Anyway, as usual you've got more good news, but can we get a hint of what might be coming up after NN is up and running. "


For public news it's NN and NGC (as you already know). We've got a 3rd classified project moving and I'm not at liberty to talk about it atm

NN just needs documentation and a launch. I didn't want it to interfere with the other 2 parts here, so that's why it was delayed. I didn't want to get caught up taking care of a launch when I could be putting these other products/tools together.

Woo, alright then. I have work to do

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
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Posted: 13th Jul 2004 14:07
Ah I understand alot better now. But I am a bit tired at the moment (just worked 14 hours ). I'll have another go at it tomorrow if work allows.

BearCDPOLD
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Posted: 20th Jul 2004 11:08
*waits in obsessive anticipation*

Crazy Donut Productions, Current Project: KillZone
Web Site Button Does Not Work, Visit Here: http://www.geocities.com/crazydonutproductions/index.html
nuclear glory
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Posted: 20th Jul 2004 11:22
It's comin, it's comin. It's doubling to work as a nice C++ based collision system too and therefore needed a lot of setup and extra design to handle collision well for C++ programmers (IE: Being able to pass buffers off to NGC for optimization and so forth). The DB version is built on top of that. So... it's taking a bit to complete.

I don't know if you saw the thread of the NG boards or not.

Here's what was mentioned:

----

With the current 2.03 release, if you had 10 moving spheres inside one mesh (at 15,000 polys) it would be pushing 150,000 triangle tests per frame.

With the upcoming 3.00 release, if you had 10 moving spheres inside one mesh (at 15,000 polys) it would be pushing around 5,000 triangle tests per frame in the worst case. A savings of 145,000 tests. That is just totally phenomenal as far as performance goes. Thise huge savings is due mostly to the new octree system. The new proprietary performance system also knocks it down considerably.

A whole ton of control commands are being added (to allow the advanced coders to fine tune their collision), the multiple collision system is re-worked (out with the concave modes), and more feedback is being provided. (I think someone said something about being able to get UV data)

-----

What takes the time is that I personally go through and thoroughly test each piece of the system. It's part of what keeps the software stable and strong at 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
BearCDPOLD
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Posted: 20th Jul 2004 14:10

omg I love you.

On the serious side of things, you are incredible. Like the next Google except more awesome because instead of a search engine it's practically half a game engine.

Wait...............is that what you're planning?
What is this......NuclearBasic?

Crazy Donut Productions, Current Project: KillZone
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Rpg Cyco
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Posted: 20th Jul 2004 15:47 Edited at: 20th Jul 2004 15:47
The new version sounds awesome. I've lost the download of 2.03 (I only have 2.02) so I am eagerly awaiting the new release. Don't get me wrong though, please take your time. Every release has been great for me. Keep up the good work!

- Rpg Cyco

Shadow Light
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Posted: 20th Jul 2004 15:49
Collision!
Networking!
What's left,.... .....Hmmmmm..... .... AI?


To Fragg or Not To Fragg....
Yea right. Let's FRAGG EM ALL!!!!
nuclear glory
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Posted: 20th Jul 2004 18:19
@Bear Crazy Donut Productions

Thanks We never go just half way

@Rpg Cyco
Quote: "I've lost the download of 2.03 (I only have 2.02)"


I'll email you the 2.03 download link asap. lol, you've been around since ngc was knee high to crickets.

@Shadow Light
Quote: ".... AI?"


You never know

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
Rpg Cyco
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Posted: 20th Jul 2004 18:36
Quote: "I'll email you the 2.03 download link asap. lol, you've been around since ngc was knee high to crickets."


Thank you!!

- Rpg Cyco

Surreal Studio IanG
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Posted: 21st Jul 2004 06:45
Quote: "You never know "

are you trying to say something there?
lol

how much is version 3 going to cost - i've been thinking about getting version 2 but i was thinking of waiting for version 3

PC Spec- AMD Athlon 2.0Ghz, GeForce FX5200 128mb, 512MB of ram, Win XP Home SP1

Error 0 = no error - how is this an error the???
nuclear glory
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Posted: 21st Jul 2004 07:56
We have a projected price of $24.95 (for BASICS)
and $29.95 (for C++ version with BASICS)

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
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Posted: 21st Jul 2004 09:23
Have you decided on the upgrade cost from 2.03 to 3? Just need to know how much money to put aside until it comes out

nuclear glory
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Posted: 21st Jul 2004 12:37
It'll be $9.95 to upgrade for the BASICS.
The current C++ buyers will receive a free upgrade.

We are going to follow the 3.00 release up with an enhanced 3.00 version that will step up the power/functionality/command set. At that time, the upgrade cost will shift from $9.95 to $14.95 and the retail price will go from $24.95 to $29.95.

Any person who owns the standard 3.00 release when we release the enhanced version will receive the enhanced version for free. So... anyone who upgrades to 3.00 before we release the enhanced 3.00 version saves $5.00 on the upgrade cost.

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
Surreal Studio IanG
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Posted: 22nd Jul 2004 06:14
if i were to buy the c++ version now (version 2) would i get version 3 for free as well as the enhanced version 3? or would i have to pay for an upgrade to get the enhanced version 3

PC Spec- AMD Athlon 2.0Ghz, GeForce FX5200 128mb, 512MB of ram, Win XP Home SP1

Error 0 = no error - how is this an error the???
nuclear glory
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Posted: 22nd Jul 2004 13:27 Edited at: 22nd Jul 2004 13:28
@phoenix insane Surreal Studio
You would receive version 3 for free and the enhanced upgrade for free as well.

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
Surreal Studio IanG
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Posted: 22nd Jul 2004 19:21
good good

so do the people who have the c++ version get free upgrades forever?

PC Spec- AMD Athlon 2.0Ghz, GeForce FX5200 128mb, 512MB of ram, Win XP Home SP1

Error 0 = no error - how is this an error the???
nuclear glory
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Posted: 23rd Jul 2004 00:43
@phoenix insane Surreal Studio
Quote: "so do the people who have the c++ version get free upgrades forever?"


For version 3 they do. Anything that's released under the major version 3 they will receive for free.

So... an upgrade to version 4 will cost. Currently we have no plans or even ideas for a version 4. We're going all out in version 3.

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
Surreal Studio IanG
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Posted: 23rd Jul 2004 01:03
when is version 3 going to be launched?

PC Spec- AMD Athlon 2.0Ghz, GeForce FX5200 128mb, 512MB of ram, Win XP Home SP1

Error 0 = no error - how is this an error the???
nuclear glory
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Posted: 23rd Jul 2004 02:32
It's overdue. We'd like to have it launched by the 24th of this month. We're going to launch NN today and complete the NGC release as quickly and accurately as possible.

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
CPU
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Posted: 25th Jul 2004 02:19
I've bought the NG Dll and the more I use it the better it gets...

One question - are the Darkbasic and C++ versions going to still be linked like in version 2.0 where you could download both the C++ version and the darkbasic version or are they going to be seperate from now on?

Quote: "
I think someone said something about being able to get UV data
"

????!!!!!

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Sparring - Loved by many, Pefected by few.

I'm going to live forever, or DIE IN THE ATTEMPT!!!"
nuclear glory
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Posted: 25th Jul 2004 04:15
Quote: "One question - are the Darkbasic and C++ versions going to still be linked like in version 2.0 where you could download both the C++ version and the darkbasic version or are they going to be seperate from now on?"


Those who purchase the C++ package (as of version 3) will still receive all of the BASIC packages (version 3) for free. And, as stated above, all of our C++ buyers will receive a free upgrade to version 3 and version 3 enhanced (both for their C++ and BASIC packages).

Feel free to ask if you have any other questions.

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
Surreal Studio IanG
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Posted: 25th Jul 2004 23:14
what is the difference between version 3 and version 3 enhanced - is it just going to work faster and what new commands are going to be in version 3

PC Spec- AMD Athlon 2.0Ghz, GeForce FX5200 128mb, 512MB of ram, Win XP Home SP1

Error 0 = no error - how is this an error the???
nuclear glory
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Posted: 26th Jul 2004 12:54
Version 3 is going to provide more low level controls, so you can run tests individually and create your own mod-style collision system on top of it. It will also be a lot faster than version 2. Version 3 is also slated to have mesh-2-mesh collision support, along with a predefined set of shapes (IE: AABB, OOB, ellipsoid mesh). Then things like a raycast command that records multiple intersections with one ray (IE: All of the surfaces intersected). And quite possibly the UV commands before the enhanced release. A other new feature is the possibility of controlling "collision lists" per object, which allow you to define which objects are on/off to interact with any other object (without the entire object being on/off for collision period)

The enhanced version will be an improvement of 3.00 to nail all of the things down that are still theoretical and/or will take some time to properly test. (IE: Proper rotation testing with mesh-2-mesh collision where the vertices are tested moving around their rotation arc, possibly BSP support, etc...)

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
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Posted: 26th Jul 2004 16:09
*wipes drool from mouth...blinks...then wipes more drool from mouth*



To Fragg or Not To Fragg....
Yea right. Let's FRAGG EM ALL!!!!
Lost in Thought
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Posted: 26th Jul 2004 17:05
Very cool. What are the chances of a Nuclear Glory Physics system ? Also I've decided to wait on making my own include file to load objects with numbers over 5000 until V3 comes out.

nuclear glory
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Posted: 26th Jul 2004 17:16
Quote: "What are the chances of a Nuclear Glory Physics system? "


I don't know, at this point, if we will do a public physics system or not. We'll probably see how the V3 launch goes before we make any definite decisions. lol, you wouldn't have to worry about the objects falling through each other much.

Quote: "Also I've decided to wait on making my own include file to load objects with numbers over 5000 until V3 comes out."


Sounds like a good plan.

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
QuothTheRaven
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Posted: 10th Aug 2004 13:46
Just purchased the DLL, you must be making a nice profit off this stuff. It works quite beautifully, I've got gravity based on freefall accelearation, jumping, crouching, prone, running, all the basic physics stuff. I'll get a demo up eventually. However, when my character first comes in contat with the level, it says "collision out of range: 2." What does this mean? It pops up only once then it runs fine, but I want to get rid of it.

Lost in Thought
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Posted: 10th Aug 2004 14:05 Edited at: 10th Aug 2004 14:18
[edit] nm wrong error. Could that possible be "collision index out of range:2" if so this gives me that error.
CollisionHitType( 7, 2 ) where 7 is a legal collision object but there are no collisions with object 7. You can swap CollisionHitType with almost any collision checking command where it uses (obj#, cindex) format when calling.

QuothTheRaven
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Posted: 11th Aug 2004 12:24 Edited at: 11th Aug 2004 12:30
Thanks, that fixed it.

But I have another problem. I'm trying to create a water object, so I make a new collision type:


But when I try to load a water object and assign it as type water:


I get the error: Unknown paramter at the SetCollisionsPRO line. What am I doing wrong?


Also, I have the problem in my game that the character can climb any slope, because I have my own custom gravity, going up a steep surface doesn't push it back down. I'm assuming I can activate my gravity when the slope is steep, but I don't know how to check for that.

Lost in Thought
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Posted: 11th Aug 2004 14:54
SetCollisionsPRO( 350, TYPE_WATER ) that is the syntax for
CollisionTypePRO( 350, TYPE_WATER )

SetCollisionPRO() has a syntax of


QuothTheRaven
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Posted: 11th Aug 2004 15:17
Yes, hehe thanks, I figured it out and was just about to post "nevermind, I got it." But thanks for the help. But I still have the slope problem

Lost in Thought
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Posted: 11th Aug 2004 15:42 Edited at: 13th Aug 2004 10:32
You use the CollisionHitNormY( objnum, indexnum ) and it will give you a number from -1 to 1. This is the normal of the angle you collide at.

[edit] Oops I must have been really tired the other night. From 0 is a verticle wall, > 0 and < 1 is slope on the ground, < 0 and > -1 is slope from above, 1 is perfectly flat ground collision, -1 is perfectly flat roof collision, and 0 is perfectly verticle wall collision.

QuothTheRaven
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Posted: 14th Aug 2004 07:49
Ok, I'm having a bit of trouble with this one. I can tell when my character needs to slide down a slope, but I'm not really sure how to actually do that. My gravity simply affects the Y movement of my player, but climbing up a steep slope is registered as X and Z movement, so no matter how the Y decriment is, my chracter wont slide back down. I've tried making the move variables lower or negative, but this just means you could climb up the slope backwards. Any suggestions?

Lost in Thought
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Posted: 14th Aug 2004 11:17
As long as you have your setcollisionspro set to
Quote: "SetCollisionsPRO( src_type, dest_type, ELLIP_2_POLY, RESP_SLIDE, DYN_NO_RESP )"
I think it will automatically limit the slope steepness and make you player slide down steep slopes depending on what your Y decrement is. y decrement of 0 should let you climp pretty steep slopes and not slide down while a decrement of 10 will make you slide faster and climb slower or not at all depending on the speed of your forward and backward movement speeds.

QuothTheRaven
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Posted: 14th Aug 2004 11:41
Quote: "I think it will automatically limit the slope steepness and make you player slide down steep slopes depending on what your Y decrement is. y decrement of 0 should let you climp pretty steep slopes and not slide down while a decrement of 10 will make you slide faster and climb slower or not at all depending on the speed of your forward and backward movement speeds."


That won't work, because I use

And use my own gravity, that activate and deactivate the gravity based on the Y hit. Any other ideas?

Lost in Thought
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Posted: 14th Aug 2004 13:29
I have my own custom gravity too and you don't need to call that command unless you wan to as the default gravity on all objects in NGC is 0.0 My artificial gravity looks like this and slopes work pretty good. I need to tweak it a bit later but works good for now.



QuothTheRaven
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Posted: 14th Aug 2004 17:08 Edited at: 14th Aug 2004 18:49
Heh, your gravity algorythm looks similar to mine , except I do water and jumping slightly differently.

But I'm having major trouble with these slopes. First of all, the system doesn't stop you from climbing up anything steep, you can still rush right up it, it just slows you down slightly. So I implimented a push down system:



Which basically moves you down based on how steep the slope is, maxing out at a 5 unit push. This works fine for normal slopes, but if you for example try to jump over a wall, it will push you down quite jerkily simply because the ellipsoid character contains slopes, and for things like mid-height walls, I don't want the player to be pushed down.

Also, my second problem. When you walk off the world into the water, which is everything under the Y position of 0, you slide off the edge of whatever you're standing on, and because the ellipsoid model has slopes on it's edges, it accelerates you into the water, and you are no longer in contact with any objects, so for some reason the default NG collision system drops you quickly into the water, and the downward acceleration doesn't stop, so you just keep sinking with no way of swimming to the surface.

EDIT: The water thing was a flaw in my code that I assumed was due to the slope because it showed up at the same time I was doing slope work. But it was just a flaw in my gravity. It has been fixed, please disregard the second paragraph.

However, I am still having issues with the sliding down slopes and being pushed down vertical wall jumps. I believe it could be fixed if the ellipsoid only had one shallow slope on it's top and bottom, so that it wouldn't register as a "steep" slope when jumping over walls. However, I am not sure if this is possible, to change the slope value of the edges of the player ellipsoid. Any ideas on how to fix my problem?


Lost in Thought
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Posted: 15th Aug 2004 05:18
I'll build a test map and see what I can come up with. But it might be a while as I have to fix my grandmother's computer first. You may fix it before I do.

Wonder where the NGC guy has gone off too? Hope they are working hard on V3

nuclear glory
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Posted: 15th Aug 2004 11:14 Edited at: 15th Aug 2004 11:15
Quote: "Wonder where the NGC guy has gone off too? Hope they are working hard on V3 "


Yes, and building up NG. Things are getting hot.


@QuothTheRaven
For precision control, code could be written that balanced your downward force based on the collision hit position on the surface of the ellipsoid and/or the collision normal at the same time. Although this could get complicated.

I do see your problem with mid-height walls. The main issue being that you don't know if you're colliding with an edge or with a wall face because they both return similar collision hit points and normals. So, when trying to overcome an edge just under mid-height of the ellip (if it's mid-height or over it's technically impossible to go over the edge) you need to know if you're hitting an edge or a face (to control your gravity properly). Our upcoming v3 provides this extended feedback data and will have improved slope control functions.

Quote: "it will push you down quite jerkily"


Jerkiness is a result of one of these things:

A) Your code is resisting itself (IE: bad timing before screen drawing)
B) Your code is resisting the NGC
C) Your code is working too well. The nature of proper sliding collision results in naturally jerky movement (it makes sense if I wrote out the long version). So, you sometimes have to write a system to balance between the multiple collisions to kill the jerky movement. I don't recommend trying this with the NGC though.

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
QuothTheRaven
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Posted: 15th Aug 2004 13:58
OK, sounds good. I'll just work on other parts of the engine until the new release, then come back to it.

QuothTheRaven
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Location: United States
Posted: 17th Aug 2004 00:43
I'm having some trouble (, again) with getting an enemy to collide with my player. Currently you just go right through him.

This is my collision setup:


And this is how I load the enemy:


And you just walk right through him. The laser sight, however, will hit and stop at the enemy's ellipsoid.

You'll also notice that in the first code block, I created type ladder (I gave it a constant value of 8). The player ellipsoid will walk up ladders, but for some reason, the laser sight wont register a hit on the ladder. I didn't change any of the laser sight code.

What exactly am I doing wrong?

nuclear glory
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Posted: 17th Aug 2004 07:33
Do me a favor and try reducing the gravity for the player(s) and enemy(s) to like 1.0 or 0.5 and see if the collision between them works. There may be a possible timing problem in the NGC that we need to fix.

Quote: "the laser sight wont register a hit on the ladder."


Are you printing the hit to the screen or using the laser sight plane as reference? One of the DBP updates toyed with the rotational system and started making the plane face the wrong direction on collision with a mesh (so it doesn't appear because it's facing the wrong direction). For the raycast code, make sure you're using the number "2" as the number for the SHAPE_TYPE parameter (so the ladder is tested as a mesh).

Manual page at:
http://www.nuclearglory.com/tutorials/NGColl/203/DBPro/RayIntersectTypePRO.php

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
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Location: U.S.A. : Douglas, Georgia
Posted: 17th Aug 2004 07:48
I had a bug as well. If I rotated my building model just right ... between -45 and -55 deg (also bugged on the positive range 305 to 315) you could walk right through 1 corner of it but the rest of the model was unaffectd. Also you could not walk through it from inside the building only from the outside in. I rotated it to -56 deg and it went away. I am testing it further to maybe find the cause. The model was a .x made in CSHOP.

QuothTheRaven
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Location: United States
Posted: 17th Aug 2004 07:52
Quote: "Do me a favor and try reducing the gravity for the player(s) and enemy(s) to like 1.0 or 0.5 and see if the collision between them works. There may be a possible timing problem in the NGC that we need to fix."


I gave both the player and the enemy gravity (previously they had 0 gravity) and it didn't change anything. The player still went through the ellipsoid, but the lazer sight still hits the ellipsoid.

Quote: "Are you printing the hit to the screen or using the laser sight plane as reference? One of the DBP updates toyed with the rotational system and started making the plane face the wrong direction on collision with a mesh (so it doesn't appear because it's facing the wrong direction). For the raycast code, make sure you're using the number "2" as the number for the SHAPE_TYPE parameter (so the ladder is tested as a mesh). "


No, the lazer sight doesn't dissapear, it just goes through the ladder. If I declare the ladder TYPE_WORLD, then bullet holes can hit it. If I declare it TYPE_LADDER (after creating the ladder type in the code in my earlier post), then the player ellipsoid will hit it, but the lazer sight wont. I'm going to keep toying with it.

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