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Work in Progress / Fastest .X sliding collision ever. d-load & screenies inside.

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Mussi
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Posted: 6th Jan 2004 18:23
oké, fixed that and uploaded the new file over the old one, but it's kind of strange you guys get so low FPS, I really do get an FPS in the 300 and my system specs aren't that high. Would you guys care to test the new one?

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb ddr sdram

http://www.apollostudio.nl/
Mussi
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Posted: 6th Jan 2004 21:39
totay I ran my first object to object collision test, It works , I'll make a demo of it as soon as possible, which will include an allign function so your object will go as the terrain goes, know what I mean?

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb

http://www.apollostudio.nl/
Zener
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Posted: 6th Jan 2004 22:59
If I had an object which was hollow such as a house, would you collide with only the walls or the perimeter of the object?
Mussi
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Posted: 6th Jan 2004 23:14 Edited at: 6th Jan 2004 23:15
Quote: "perimeter"

dunno what that means but if you'd just d-loaded the demo you could see it yourself I think, well in de demo you're inside a hollow box, think that could answer your question, if not, ask me more

hey guys, would a function like CONVERT_2D_TO_3D_CORDINATE(x,y,startobject,endobject) come in handy? I mean something like the PICK SCREEN command only this function would return the distance to the surface of a terrain and the 3d coordinate unlike the PICK SCREEN object command where you have to give the distance. I tought it maybe handy for 3d RTS makers, tell me if it would be handy.

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Chris K
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Posted: 6th Jan 2004 23:19
Mussi, if you really want to impress the community, make your next demo -

A simple flight sim where you fly a cube around in 3d dimensions among and inside curved shaped. That will not fail to impress.

Mussi
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Posted: 6th Jan 2004 23:27
I see, sure you guys ain't satisfied easely , I think I'd have to do that then, but I'm not so good at accelaration stuff or any of those physic stuff cuz basicly I've never done it, but I'll try. So should I make something like the roomwar competition entry(only not with enemy's and stuff)? one in 1st person mode and another in 3rd person mode? could you give me some idea's on how I can really impress?

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Chris K
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Posted: 6th Jan 2004 23:59
Just have a third person flight simulator, with moving, hollow, curved objects. Easy.

Mussi
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Posted: 7th Jan 2004 00:10
:-o, oké, if you thinks that's gonna impress then I'll make it, but the only object to object collision I have now is cylinder to polyons,box to polygons,sphere to polygons, but I guess I need something more accurate since a plain has wings. That wouldn't be any problem I think, but I can't make a function for objectshape to objectpolygon collision( I can do it myself manually ofcourse) so that would be something only expirienced people could do by copy pasting and editing some code.

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb

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AlecM
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Posted: 7th Jan 2004 00:19
I just tried your last demo (hose city) and I got 700 FPS averge. I did crash on me twice after moving around for a while.
Error 7008 on line 676

[P4 2.8C @ 3.03 with an 866mhz FSB:: MSI Neo-2LS running PAT:: 1gb Mushkin PC-3500 DDR High Perf level 2@ 2,2,2 :: ATI Radeon9800ProAIW :: 120Gb SeagateBarracuda 7,200RPM SATA HD :: Antec Plus1080AMG]
dark coder
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Posted: 7th Jan 2004 00:40
ok mussi, i think when people say plane, i dont think they mean make the plane collide with the level, and as i said i didnt mean make a whole object collide with them, a single collision point is fine, i think what there getting at is, on your dmos all you can do is go around the circles at the bottom of the objects and some people are sceptics of this code, so simply make a free camera like you have, but not limited to the ground so you can fly with no gravity

goto my website for tutorials, demo`s downloads and more
http://www.darkcoder.co.uk
John H
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Posted: 7th Jan 2004 04:49
Yo! Lijkt me geweldig! Is hij in DBC? Anders moet je hem vertalen als dah kan En je moet een *.zip file maken Can't wait to try this!

Uh, no thanks, I already had breakfast today...

NJ Mussi


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Jess T
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Posted: 7th Jan 2004 14:43
Mate, i still get the same error with the same object.
It's the purple one in the corner where there is a wall on the right, but no wall on the left ( if you get me ).

Object to Object collision would be the real test ( and that's the collision that most people are after.

Oh, and for that finction ( CONVERT_2D_TO_3D_CORDINATE ), hate to spoil your fun, but it's a relatively simple function to make. And without it, noones RTS would have gotten off of the ground right at the very start.!!


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
Mussi
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Posted: 7th Jan 2004 17:56
Made a freeflight demo for now:



http://www.apollostudio.nl/Collisiontest/Collision%20-%20Freeflight.rar

http://www.apollostudio.nl/Collisiontest/Collision%20-%20Freeflight.zip

I'll make some other demos which will include the object to object collision

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb

http://www.apollostudio.nl/
AramusM
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Posted: 7th Jan 2004 20:37
Little bug i found in free flight demo. when i went under the green floor and flew up i collided with it as expected, but then as i slid around on the underside in the center of the floor i suddenly made it through to the top side.
Mussi
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Posted: 7th Jan 2004 23:03
that may be possible, not so many collision checks as on the top side as on the down side cuz I figured it wouldn't be needed in an fps game. I'll fix that problem after I'm done with the object collision demo(s)

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb

http://www.apollostudio.nl/
Mussi
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Posted: 11th Jan 2004 21:41
hey guys, you won't see any new demo's soon cuz I have an examn week this week . I want the next demos to be very impressive so it may take a while before you see another one

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb

http://www.apollostudio.nl/
AramusM
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Posted: 11th Jan 2004 22:48
I've tried finding info on the web about collision detection etc but in alot of the cases the maths was beyond me. Any chance you could give some tips or links on what to search for or maybe links to some books on amazon that maybe worth getting. Ive found a few sites like http://www.salleurl.edu/~manuellv/Public/english.main.html
which has some good tutorials on it.
Its been a good few years since i did alot of maths, and even then it was only simpler things like differential equations and such.
Mussi
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Posted: 11th Jan 2004 23:15
to be honest I didn't make use of any hard maths, the INTERSECT OBJECT command takes care of the hard maths

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb

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Dave J
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Posted: 12th Jan 2004 06:16
This collision is VERY, VERY easy. I've pretty much already recreated Mussi's collision detection myself. There's only one thing I can't do, I'm guessing you're only checking collision with objects that are close enough to you that you might hit them (this saves a damn lot of speed), but your demo has all the objects offset in a .X file, this means you can't find the true distance of the objects from the camera and disable collision for ones too far away from you. So I'm wondering how exactly you did this?

Although a thought just crossed my mind that you might be using the Object In Screen() command. I'll test this with my system and if it works then I'll post the source code free.


"Computers are useless they can only give you answers."
Dave J
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Posted: 12th Jan 2004 06:31
Ack! Object In Screen() doesn't seem to work with those objects either. I did find out why yours is so fast though, you're probably only using Intersect Object once while I'm using it several times for more accurate collision which is nescessary if you're using polygon to polygon collision like I'm trying. If all the objects were positioned on the origin in the .X file and then moved inside DBP then my collision would be incredibly fast but for your levels they're not, so it runs incredibly slow


"Computers are useless they can only give you answers."
Mussi
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Posted: 12th Jan 2004 16:31
lol, I'm to smart for you ... just joking, my code also uses the intersect object a several times but it's just faster. stop trying to outsmart me and outsmart me
there is another thingie that's going to be in my system, you cant pass walls nomather how fast you move per loop, would be damn handy don't ya think ?

Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb

http://www.apollostudio.nl/
Sam Cameron
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Posted: 12th Jan 2004 20:15
I think it's very sad the people do not share their knowledge with others, this is one of the big mistakes in the humanity try to put a price for all, not just for this code, but for others too.
Mussi
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Posted: 12th Jan 2004 20:57
Quote: "try to put a price for all, not just for this code, but for others too. "

don't understand that line, could you explain it?

Quote: "I think it's very sad the people do not share their knowledge with others"


that's true, but you don't see radeon giving it's technolegy away to geforce or microsoft releasing it's sourcecode fo windows. I know that you can't compare this with that it's just... I dunno... well, I'd love to share my knowledge with other DB users and I will cuz I'm working on some tutorials that will be available on my site but this is just different



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Chris K
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Posted: 12th Jan 2004 21:24
It won't be long before some one figures out how you're doing it.

Mussi
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Posted: 12th Jan 2004 22:02
Quote: "It won't be long before some one figures out how you're doing it."


could be, but I've been on this forums for a year now, why didn't anyone figure it out by now? when I thought this up and tested it, I asked myself how it was possible nobody didn't figure it out, I mean if I've seen many guys who are way better then me. And you guys act like I was 100% sure I was gonna ask money for it, I wasn't even finished with it and you guys start judging me , let me first finish it



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ReD_eYe
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Posted: 12th Jan 2004 22:12
i reckon loads of people have super fast collision routines they just aren't giving to the needy.. like me! i hate collision stuff, now hurry up and get object to object collision done dude! my tanks need something to bang into!!!


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Dave J
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Posted: 13th Jan 2004 06:12 Edited at: 13th Jan 2004 06:15
Quote: "there is another thingie that's going to be in my system, you cant pass walls nomather how fast you move per loop, would be damn handy don't ya think"


Already got that working in mine

Quote: "now hurry up and get object to object collision done dude"


Have that working in mine also although it's only Box to Poly collision. Poly To Poly is possible but it would just run too damn slow hehe.

Quote: "It won't be long before some one figures out how you're doing it."


lol, I basically already have. I'm an inch away from getting mine to run even faster then Mussi's, it already does when the objects aren't offset inside .X files.

Quote: "could be, but I've been on this forums for a year now, why didn't anyone figure it out by now? when I thought this up and tested it, I asked myself how it was possible nobody didn't figure it out"


Well just look at your sentance right there. It took you a year to figure out how to do it. No one thought it was possible so no one even bothered trying. As soon as I saw this post, it took me no more then 2 hours to work out how it was done. It's an incredibly simple concept, incredibly simple.

Oh yeah, did I mention mine's OpenSource?


"Computers are useless they can only give you answers."
Chris K
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Posted: 13th Jan 2004 10:06
Go! GO!! Find the secrets of the collision. You can do it master Exeat.

Lampton Worm
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Posted: 13th Jan 2004 12:48
Sliding .x collision has been around for a while but its nice to see different takes on implementing it (and making it easier to understand), good stuff Mussi.

As you may know, I currently use NG's dll for player to level collision, I love the simplicity of implementing it to existing projects, but I still use a home grown collision system for bullet and camera collisions, so I guess its horses for courses, but either way - Intersect Object rules!

See ya,
Mussi
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Posted: 13th Jan 2004 15:52
Quote: "It took you a year to figure out how to do it"


no it did not , I've been playing with the intersect command for 2 months or so, tought the system up in 1 hour and worked it out in 3 hours or so, but learning the intersect command kinda took long

but Exeat... I gotta tell you something, EAT MY DUST
made my code almost TWICE as fast, it now has some harder maths, so why don't you keep trying



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
kevil
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Posted: 13th Jan 2004 19:14
I'm wondering. Does it work on pointy objects? I mean when the object does not have a smooth shape. Like when you set one matrix point very high. Does it work correctly on that, or will the point just go through the object?

Kevil
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Posted: 13th Jan 2004 20:01
someone just finish!


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Mussi
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Posted: 13th Jan 2004 20:19 Edited at: 13th Jan 2004 20:20
Quote: "I'm wondering. Does it work on pointy objects? I mean when the object does not have a smooth shape. Like when you set one matrix point very high. Does it work correctly on that, or will the point just go through the object?
"


if it's like a pyramid which you can climb, then yes, if it's a pointy object you'll maybe need to make a dummy object to check collision on but which is hidden.

Quote: "someone just finish! "


:-o, I don't think this is a race where the winner is the one that finishes first, but the one which has a faster code , which in this case will be me



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
Dave J
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Posted: 14th Jan 2004 07:37
lol I have a feeling mine will still be fastest on objects that aren't offset within the .X file.


"Computers are useless they can only give you answers."
Mussi
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Posted: 14th Jan 2004 15:25
you think so? what about hollow objects, like tunnels orso, what if there are 200 objects, will your 3d distance command still be faster? I don't think so



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
Slayer
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Posted: 14th Jan 2004 23:04 Edited at: 14th Jan 2004 23:13
Is that comand you need for it to work only in darkbasicpro
ATANFULL(,) right. I know how you do it! Its very fast
and it works in a floating point value. I made one for bulits.
I might be wrong.

I did it under like 10 lines of code.
how many lines did you make it in??
also do you use sqrt for the spheres?

I dont know how to spell
Mussi
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Posted: 14th Jan 2004 23:17
Quote: "Is that comand you need for it to work only in darkbasicpro
ATANFULL(,) right."


umm... no, I believe DB has an ATAN command, you can do the same with ATAN command as the ATANFULL command with something extra.
the command is called INTERSECT OBJECT as it has been said before

Quote: "I did it under like 10 lines of code.
how many lines did you make it in??"


multiply it by 10 and you'll get the number off lines I used, but that also includes blank lines and movement code and stuff.



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Slayer
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Posted: 14th Jan 2004 23:22
Thats good. The way I use is kind of hard to explain.
can you make yours hit a wall thats x40,y5,z0.4.
you know like a very thin wall??

I dont know how to spell
Chris K
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Posted: 14th Jan 2004 23:48
Yes.

Dave J
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Posted: 15th Jan 2004 03:52
Quote: "you think so? what about hollow objects, like tunnels orso, what if there are 200 objects, will your 3d distance command still be faster? I don't think so "


Yep.


"Computers are useless they can only give you answers."
Mussi
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Posted: 15th Jan 2004 16:24 Edited at: 15th Jan 2004 16:24
When this exam week of mine is over, I is gonna show you how fast mine is



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Slayer
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Posted: 15th Jan 2004 20:16
What I would like to see is how fast it will hit a very thin wall
and have slide collision at all angles 90 270 45 10.
Not just stop but still moveing and slideing.

I dont know how to spell
Chris K
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Posted: 15th Jan 2004 20:28
Download the demo Slayer.

Slayer
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Posted: 16th Jan 2004 02:28 Edited at: 16th Jan 2004 02:28
For what all the objects are all fat. looking for some thin walls hear.

I dont know how to spell
Dave J
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Posted: 16th Jan 2004 02:56
Quote: "When this exam week of mine is over, I is gonna show you how fast mine is "


I haven't had time to fix mine yet because I've been busy with a lot of other things, but once I'm done with them I'll be able to demo it.


"Computers are useless they can only give you answers."
Slayer
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Posted: 16th Jan 2004 03:18
So you guys are in a little compo or what?

I dont know how to spell
Dave J
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Posted: 16th Jan 2004 07:44
lol well I'm not competing with Mussi, my engine is OpenSource so I have no intention or responsibility to make it better then his. It's free so I could make a horrible engine and no one would care, on the other hand, Mussi's selling his so his has to be worth something.


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Dave J
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Posted: 16th Jan 2004 14:33
I just found the solution to my problem. Sorry Mussi, but mine will now be very, very, very fast.

Expect to see a demo sometime tommorrow, it's very late here.


"Computers are useless they can only give you answers."
Mussi
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Posted: 16th Jan 2004 17:24
Quote: "Mussi's selling his so his has to be worth something"


who told you I was going to? I said maybe, and exeat, as we're both gonna make a new demo, let's make it with the same level so we can see who's code is better



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Dave J
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Posted: 17th Jan 2004 02:38
Quote: "who told you I was going to?"


I thought you said you were earlier on but it would be a low price. I guess you're undecided then?

Quote: "as we're both gonna make a new demo, let's make it with the same level so we can see who's code is better "


Sure thing. If you had a particular level you wanted to use then email it to Exeat@Designex.net thanks!


"Computers are useless they can only give you answers."

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