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
QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 17th Aug 2004 08:54
Also, I tried moving the enemy delcared as TYPE_ENEMY, and it will move around the level without going through any walls, but it will go right through the player. The lazer sight still hits the enemy.

Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 17th Aug 2004 10:06
Can you post the code where you load your player?

QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 17th Aug 2004 11:52
Constants:


Declaring all the collision types: (I think this is where the problem is, I don't fully understand all the declerations)


Loading the main player:


The ladder object:


Loading the enemy:


And I didn't change any of the laser sight code, that's all the same, and all the other collision works well. It's just between laser sight and ladder, and between player and enemy that have the most problems.

QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 17th Aug 2004 12:13
[b]Forget the ladder part. I fixed it, I just forgot to check the laser sight against ladder objects. That has been completely sorted out. However, I'm still having the problem that the enemy won't collide with the player, and unless I fix it first, like I have with a few of my problems, then I still need help. I can't figure out why everything will collide except the player and the enemy.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 17th Aug 2004 19:24
When two ellipsoids are tested against each other, the larger or smaller of the two ellipsoids is used as the dimension for both. The enemy ellipsoid is about 4 times the size of the player ellipsoid and this could be causing a "force field" effect, but you shouldn't be going through the enemes.

There is a proven error in the NGC where cigar shaped ellipsoids pass through each other without even flinching. Try giving the ellips more spherical values and see if collision starts working again. Like for the enemy, go with 40, 40 ,40 and do a same setup for the player. If collision starts working again, then you're experiencing the same error. Cigar shaped ellips WILL work right in v3.

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: 17th Aug 2004 19:55
I wonder if it acts the same as if you put an object inside another object. If an object is inside another obeject completely there is no collison registered. Might be something of the same with ellips that big in size difference (cigar shaped anyway). I had trouble with this a while back as well. Like he said sphere shapped ellips don't seem to have that problem. I wonder is it possibble to make it register a collision if you are inside an object? I had to make a "cork" to tell my player when he was inside the water. Set the player to no response collison and placed a sphere at his head at all times with sliding collision on it and when the player goes in the water it stops the "cork" at the top of the water but it still slides along the x and z axis.

QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 18th Aug 2004 04:12
Problem fixed. It was a combination of bad type declerations and the gravity thing.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 18th Aug 2004 04:32
Quote: "I wonder is it possibble to make it register a collision if you are inside an object?"


Volume testing can be done (ie: a point is within another object) if the test object has all of it's faces pointing inward (or the faces are tested in reverse). Good examples would be a sphere or rectangle with the faces pointing in. When I say "it can be done" I mean it'll be a fairly easy addition to v3.

@QuothTheRaven
Glad you have it sorted out.

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: 18th Aug 2004 06:04
Cool. For now I like my cork Just seems odd adding another sphere just for that. Of course my water is square so I could check the x,y,and z positions to see if it is inside the box quiet easily. I just like having 1 check line of code instead of 6. Thats why I wussed out on the manual collision coding and bought NGC

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 4th Sep 2004 12:31 Edited at: 4th Sep 2004 12:35
lol, could just write a function for it too

The NGC seems to have fallen into the "faded glory" category due to my time being absorbed by prior commitments, jerks, and new material. This will be righted shortly as it's a key element to our new system that's also due to release ASAP.

Watch this spot... I'll have news shortly I hope.

As of lately I've been revising our media author sales system, found at: http://www.nuclearglory.com/sell/

NGC is next on the list after I finish revising this in the next couple hours.

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: 6th Sep 2004 19:18 Edited at: 7th Sep 2004 07:02
Cool. Will you make a "games" category if people start posting games for sell? Or at least a "software" category. I can see this sevice being very helpful.

[also] For NGC would it be any faster to have a box to box collision over a ellip to ellip collision. If so it would be nice to have both. I have many places in my code where box collision would work great or better than ellip collision. I am using DBP's built in commands now for these but it is slower than NGC's ellip to ellip.

QuothTheRaven
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 8th Sep 2004 06:29
Two things I would absolutely love to see in the latest version which I feel would open up a greater range of functionality:

The ability to toggle the visibility of the player ellipsoid used for collision. There are many times when I am unsure how large the ellipsoid is and especially with scaled levels, being able to see the collision ellipsoids would be wonderful for correct collision allignment.

The ability to change the shape of the ellipsoid mesh. For example, the basic mesh looks like this:

But my game could really use something closer to:

with completley vertical sides for slope climbing issues. This would save a lot of hassle for me and I believe other users as well, especially if they need to conform their ellipsoid model to more specific geometry.

Would either of those things be possible? Because I feel they would be very useful.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 11th Sep 2004 13:02 Edited at: 11th Sep 2004 13:06
Quote: "Cool. Will you make a "games" category if people start posting games for sell? Or at least a "software" category. I can see this sevice being very helpful."


Yes. Actually there is already a "games" category (viewable when you login as an author and add a product). The front of the store just doesn't list empty categories.

Quote: "For NGC would it be any faster to have a box to box collision over a ellip to ellip collision. If so it would be nice to have both. I have many places in my code where box collision would work great or better than ellip collision."


They wouldn't be faster but are possible. OOB's and AABB's are both slated for release 3. A mesh-2-mesh collision routine is also being designed so you could invent your own shapes and load those around your player.

Quote: "The ability to toggle the visibility of the player ellipsoid used for collision."


Yes, this is slated for v3. It is one of our top requests.

Quote: "The ability to change the shape of the ellipsoid mesh."


The ellipsoids in NGC v2.03 are not meshes. The v3 release will have the ability to create an ellipsoid mesh though, to allow more dynamic action of the ellipsoid (ie: rotating with the player). This, however, will actually be using the mesh-2-mesh collision system.

That stated, you could create an .X model representing any shape you wanted and use that as your collision shape and lock your player to the inside of it, which offers quite a bit of control.

Such shapes could also be progmatically offered from within the NGC, although it would complicated the "shape visibility" tool in the request beforehand.

<scratches head>
May just create some basic model 3D model shapes and package those with the NGC. That would satisfy the odd shape requests for mesh-2-mesh collision and give the vis. system something to work with as well.

---

We're keeping an NGC progress thread at:
http://www.nuclearglory.com/php-bin/members/forum.php?user=Guest&hash=&siteCode=1&section=posts&boardid=10&topicid=125

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: 11th Sep 2004 17:39
Very cool. Did you see the DBP turn objects command bug post I replied to on your bug forums?

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 11th Sep 2004 19:11
Just did. I'm going to hash out the rotational system in DB/P and create a set of replacement commands anyhow, so I'll check it when I get that far.

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
ALPHA ZERO PRODUCTIONS
21
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 12th Sep 2004 11:56
for some odd reason i can't get the darn collision working on a cube
....oh sorry i meant to say i can't get the collision detection working at all



nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 12th Sep 2004 20:28
Post your code. It's been a good while since the 2.03 release and we haven't changed anything, 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
ALPHA ZERO PRODUCTIONS
21
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 15th Sep 2004 09:39
ok i will ask zircher for it

ALPHA ZERO PRODUCTIONS
21
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 28th Sep 2004 06:37
did u find the problem ???

ALPHA ZERO PRODUCTIONS
21
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 30th Sep 2004 09:23
did u even look at the code u told me to send ?????

Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 30th Sep 2004 09:53
NGC Guy is away for a short time. http://forum.thegamecreators.com/?m=forum_view&t=39613&b=2 If you want I can look at it.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 7th Oct 2004 10:15
Quote: "did u even look at the code u told me to send ?????"


Yes, I replied immediately. I looked up the email I sent. It went out Friday, September 17, 2004 7:32 PM

Here's what was said:

---

Try this file.

You had a few problems.

Namely, you cannot do collision for a camera, which you already know as I
can see from your code. However, you must position the camera object BEFORE
calling RunCollisionPRO() so the system sees the difference in movement.
Then, when the plugin updates the collision camera object, you must fix your
actual camera to lock back to the new position of the camera object.

Also, you were hardlocking position data in variable x/y/z. Once the above
was fixed it would results in sudden "warping" when passing by a collision
because the x/y/z vars got too far away from the object. It's important that
you update these values with the new object positions after calling
RunCollisionPRO().

Warm Regards,
Matthew

NuclearGlory Enterprises
http://www.nuclearglory.com

----

The attached file was sub.dba and it's contents are:



Let me know if you need any more help.

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
ALPHA ZERO PRODUCTIONS
21
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 7th Oct 2004 11:11
thank you

Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 15th Oct 2004 15:23
I don't know if they will start a new thread or what but ..... here is v3 http://www.nuclearglory.com/ngc_basic.php Link was posted on the NGC forums. I know some of you were waiting for this as much as me.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 16th Oct 2004 17:51
Yes, a new thread will be started, I just want to stuff some more stuff into it and fix some early v3 bugs and release v3.01 before advertising it heavily

I like to put as much quality as possible into the product before doing a full-scale launch.

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
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 16th Oct 2004 18:09
Wait..I thought buying the DLL also included free upgrades?

Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 17th Oct 2004 02:34
Buying the dll does include free upgrades until a major new release. All point updates from when you bought it are free. Like if you buy 2.00 then 2.01 through 2.03 are free. But if they add major changes like they are doing here it is a new release (v3.00) and there is a small upgrade fee though they will come out with 3.01 shortly and that upgrade will be free if you have purchased 3.00. If I read the website correctly.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 17th Oct 2004 03:27
That's correct. All minor upgrades are free.

At one point we offered the plugin as free lifetime upgrades. For people who bought during that time we still honor our agreement and they can upgrade for free. Simply surf to the page above and go down to the "upgrade" section where it gives you details on the free upgrade. Enter your email address, and if you apply for the free upgrade it will give you a serial key and download instructions.

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
21
Years of Service
User Offline
Joined: 4th Jul 2003
Location: Carlsbad, CA
Posted: 17th Oct 2004 04:27
Ok a list of Qs...

Q. 1: When was the lifetime free upgrades offer no longer offered?

Q. 2: Am i correct in saying that the way the collision elipsoids are created that i could get a fairly accurate shape of the elipsoid by creating a sphere with a radius of 1 and then scaling it so that the scale was N*100 where N is the number of units along a specific axis.

Q. 3: For v3.00 will the collision elipsoids be able to rotate with the object? for example an "log"(for its cylidrical form and disporportanate(spl?) size) laying on the ground and then (theroeticly speaking) being able to turn it along the Y axis and still be able to collide with the walls and other "logs" correctly?

Q. 4: In v3.00 will the elipsoid collision not simply pick one elipsoid (bigger or smaller) and perform collision or will it be able to handel both at the same time?

Q. 5: Going back to question 2, if that is not the case, how can i know how to size my elipsoids properly if i have a large number of different shapes and sizes that would take far to much time to do by guessing?

Thanks for your help,
CPU

*small note - I have bought v2 and it's awesome, can't wait for version 3.

Sparring - Loved by many, Pefected by few.

"I'm going to live forever, or DIE IN THE ATTEMPT!!!"
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 17th Oct 2004 10:05 Edited at: 17th Oct 2004 10:08
Quote: "Q. 1: When was the lifetime free upgrades offer no longer offered?"


Around March. After changing our sales letter on the website we waited 24 hours, then switched over so all new buyers were entered into a different list. So... we have a full list of all people who ordered before the change and apply for the free upgrade.

If you go to the website and punch in the email address you ordered with it'll tell you if you apply or not.

Quote: "Q. 1: Am i correct in saying that the way the collision elipsoids are created that i could get a fairly accurate shape of the elipsoid by creating a sphere with a radius of 1 and then scaling it so that the scale was N*100 where N is the number of units along a specific axis."


There is now an ellipsoid-2-ellipsoid collision example with the download (demo as well) that shows ellipsoids (created in the DB langauge) colliding with each other using ellipsoid collision.

Spheres created with a size of 2 (by default) will scale properly with your radius. A radius of 4 on all dimensions would be a scale of 400 on all dimensions for your spherical shape.

Quote: "Q. 3: For v3.00 will the collision elipsoids be able to rotate with the object? for example an "log"(for its cylidrical form and disporportanate(spl?) size) laying on the ground and then (theroeticly speaking) being able to turn it along the Y axis and still be able to collide with the walls and other "logs" correctly?"


That functionality is not built-in, although it can be added. The big thing here is that it won't be as accurate as straight-forward ellipsoid-2-mesh collision. If you study the top you'll learn why.

Essentially the ellipsoid is perfect and rotating it would require mathematical calculations of "bending space" to achieve proper collision at the same precision level. That said, it will work, but to an extent.

This is better suited to the mesh-2-mesh collision functionality of the v3.01 release. Meshes simply test better when dynamically rotating. Have an ellipsoid mesh (or any shape) as your source object as it collides against the other objects.

Quote: "Q. 4: In v3.00 will the elipsoid collision not simply pick one elipsoid (bigger or smaller) and perform collision or will it be able to handel both at the same time?"


Again, this is a complicated topic. When you're dealing with ellipsoids of different sizes the "space calculations" can easily get out of balance and make the collison miss entirely.

To curb this, we now let you set the sizemode per ellipsoid and have created a "size_average" function that tries to find a balance ratio between the two ellipsoids and use that for the test. This will result in ellip-2-ellip collision being a lot closer and fully accurate as long as the ratio between the ellipsoids is the same on all axis.

Example: An ellipsoid of size 2,3,2 will collide perfectly with an ellipsoid of size 4,6,4. It's a 2/1 ratio on all axis, so the space calculations stay in balance. If it's detected that the ratios do not line up, then it internally averages the ratio on all axii and uses that. Averaging isn't perfect, but it's close.

It could be a floating point ratio too, I just used whole numbers to keep it simple.

Quote: "Q. 5: Going back to question 2, if that is not the case, how can i know how to size my elipsoids properly if i have a large number of different shapes and sizes that would take far to much time to do by guessing?"


I think I just answered that one. If they're kept proportional then they'll all collide precisely. If the proportions are slightly out of balance, then you might get some slight "forcefield" or "penetration" effects, but if these are small enough then nobody should notice anyhow.

btw, that v3 page is:
http://www.nuclearglory.com/ngc_basic.php

So you can check your email address

We're going to make the 3.01 release before adverting it heavily.

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
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 17th Oct 2004 13:00
I did some reviewing and I think that supporting rotating ellipsoids won't be a big deal. There are some math techniques we can use to prevent from getting into "space bending" nastiness.

I'll put it together and release it as a free upgrade for v3 users.

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
bigbrother 2000
21
Years of Service
User Offline
Joined: 15th Oct 2003
Location: UK
Posted: 21st Oct 2004 01:15
hello,

I am new to nuclear glory and therefore have downloaded the demo version to check it out. I am very impressed and would like to learn a little more. In the demo you can move up the slope, which obviously increases the height of the soldier model, however i cannot find any code where this is handled, so how is the players position controlled, such as the heigh and how does it know when you are off the edge of the slope and therefore fall back down to the ground. Will this also work with other 3D .x models, thank you for your time

SNOW ISLAND : www.snow-island.co.uk
BEWARE THE MOON : www.bewarethemoon.com
KMS STUDIOS : www.kms-studios.cjb.com
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 21st Oct 2004 04:55
Quote: "however i cannot find any code where this is handled, so how is the players position controlled, such as the heigh and how does it know when you are off the edge of the slope and therefore fall back down to the ground."


All of this is handled by the DLL. The include file has a function called RunCollisionPRO() that handles re-positioning of all of your objects. The DLL is provided with the mesh data and the moving positions of your objects. This is all it needs to handle the collision detection properly.

Quote: "Will this also work with other 3D .x models"


Yes. Also, it's not limited to FPS style games. You can do free-flight or anything else you need collision for. You may also implement your own gravity routines and the ellipsoids will still respond to slopes properly.

To tweak collision with the slopes you can use commands like SetObjMinSlopePRO().

If you haven't already, you'll want to consider version 3 that we just released. We're going to release a small update for it before advertising it heavily. Page is at:

http://www.nuclearglory.com/ngc_basic.php

Hope that helps.

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
bigbrother 2000
21
Years of Service
User Offline
Joined: 15th Oct 2003
Location: UK
Posted: 21st Oct 2004 05:12
That does help alot, its a fantastic plugin for darkbasic. I tried using scale object for one of my own .x models although to no effect, reading the thread i read this feature is not allowed, does this still apply to version 3.

SNOW ISLAND : www.snowisland.co.uk
BEWARE THE MOON : www.bewarethemoon.com
KMS STUDIOS : www.kms-studios.cjb.com
Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 21st Oct 2004 05:39 Edited at: 21st Oct 2004 05:40
Quote: "Will this also work with other 3D .x models"

It workd great with all .x models I have tried. Just a word of warning if you are using DBP with NGC (any version) ... There is a bug with DBP. If your object is over 21,846 polys give or take a couple the data that is passed to the NGC dll has garbage in it and will crash your program. This is a bug with DBP's make mesh from object command and not a NGC bug.

You must use scaleobjpro (or something like that) command for scaling to work in either version. It is in the docs under replacement commands.

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 21st Oct 2004 06:27
For v3, after calling CollisionTypePRO() for an object, use the following command:

ScaleObjectPRO()

For v2, after calling CollisionTypePRO() for an object, use the following command:

SetObjScalePRO()

The v3 manual page here:
http://www.nuclearglory.com/tutorials/NGColl/300/DBPro/index.php?mode=&page=replace_list

The v2 manual page here:
http://www.nuclearglory.com/tutorials/NGColl/203/DBPro/Replace_SetObjScalePRO.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
ALPHA ZERO PRODUCTIONS
21
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 22nd Oct 2004 08:26
is the v2.03 password the same as the v3.00 password ???


ALPHA ZERO PRODUCTIONS INFECTION
NEW WEBSITE ONLINE
Lost in Thought
20
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 22nd Oct 2004 12:17
no you will get one when registering it on their site.

ALPHA ZERO PRODUCTIONS
21
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 23rd Oct 2004 15:08
i c


ALPHA ZERO PRODUCTIONS INFECTION
NEW WEBSITE ONLINE
CPU
21
Years of Service
User Offline
Joined: 4th Jul 2003
Location: Carlsbad, CA
Posted: 24th Oct 2004 01:21
Question to NuclearGlory:

Another coding problem for you:

constants:


starting NG collision function


Loading the Tanks:


the Physics in Pusudo Code


ok so now that's what I have but whenever I move the tank it never moves, it's like its jammed in with a bunch of other elipsoids and the collision keeps replacing it, when i comment out RunCollisionPro() I can move around and stuff but of course the collision isn't working. Any ideas what I might do to fix it?

CPU

Sparring - Loved by many, Pefected by few.

"I'm going to live forever, or DIE IN THE ATTEMPT!!!"
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 24th Oct 2004 10:49
That's a tough one from looking at it. It could be any number of things but is likely to be something simple.

Try taking breaking the program down piece by piece and testing it that way. Your physics might be fighting the sliding (ie: like heavy gravity) and causing the object to lock into position. Try changing the physics around and test the collision section by section until it's done. Sometimes the ellipsoids can get away from your main object too (if you're not updating the positions properly) so be careful of this. This most often happens with cameras but it is possible here 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
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 25th Oct 2004 09:49
The 3.01 release is out. Visit the website and go to the "Product Registration" section to download it. It has new commands and fixes.

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
Mnemonix
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: Skaro
Posted: 26th Oct 2004 22:54
Does version 2.01 not work with DBP under 5.7, I appear to be having some problems with it. I havent used NG for a while see.

The 3d chat is coming...
Rights For Traffic Cones!
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 27th Oct 2004 00:24
It should work. The include file might not compile is the only issue I can think of. Version 2.03 compiles fine with the latest 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
Mnemonix
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: Skaro
Posted: 27th Oct 2004 01:00
I cant get version 2.03 because i changed my email address. Was it a free upgrade?

The 3d chat is coming...
Rights For Traffic Cones!
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 27th Oct 2004 12:08
Quote: "I cant get version 2.03 because i changed my email address."


What email address did you have on file with us? We can change it to the new one for you. Email me with this info at mdd@nuclearglory.com to prevent forum lurkers.

Quote: "Was it a free upgrade?"


Yes.

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
22
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 29th Oct 2004 18:24 Edited at: 29th Oct 2004 18:54
I'm hitting a few bugs working with the new release that I can't quite resolve...

#1 - The gravity has become instant in the new release. I have custom gravity which affects the player's Y value based on the Y collision, and it worked up until the current release. The object slams to the ground instantly from any height. This also occurs in the 3rd_shooter.dbpro example file. It happens even if I set my object's gravity to 0.

#2 - There seems to be a bug with ray casting, although it might be relative to a command in Dark Basic. Instead of using set object to object orientation for positioning the lazer object, I used set object to camera orientation because it's much simpler to use in my engine. The bug is: If the ray hits a flat horizontal surface, it does not align with it. The lazer object is always rotated 90 degrees from the flat surface and rotated odly.
This also occurs in the 3rd_shooter.dbpro example file if you hide player_stand_anim and replace set object to object orientation lzr, player with set object to camera orientation lzr

nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 30th Oct 2004 01:29
I noticed the problem from #1 as well. Will look at fixing this. I'm expecting the new upcoming release to make a perfect fix of all these weird things.

For #2 it probably is DB since it works with the other command. The camera orientation command is likely to work different than the object orientation command or something off like that.

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
PowerSoft
20
Years of Service
User Offline
Joined: 10th Oct 2004
Location: United Kingdom
Posted: 30th Oct 2004 17:25
Hi NG



Just ordered and i must say im very impressed. However the documentation could have been extended slightly because i had no clue what i was doing when i read it, then again that could be just me .

Cheers,
Rich


Create? Play? YOU Decide
nuclear glory
21
Years of Service
User Offline
Joined: 2nd Oct 2003
Location:
Posted: 30th Oct 2004 17:29 Edited at: 30th Oct 2004 17:29
I think maybe a simple framework page could be added. The walkthrough steps you through the basic setup, but the completed framework at the end would be nice to at least look at.

Look at the sphere2sphere example. It's very simple. Since I could talk myself in circles in the manual I thought it best to make some simple examples.

Glad you like it

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 13:37:50
Your offset time is: 2024-11-22 13:37:50