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DarkBASIC Discussion / nuclear glory's dll toturials

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Turoid
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Posted: 10th Mar 2004 15:06
Hi all,
Does someone know's where i can find some good toturials for nuclear glory's collision dll, cause I dont understand how i can use all the commands and the original db commands together ( I've read the manual from nuclear glory with all the commands).Thanks in advance,
jopie

if I = 1 then I = 1 else I = 0
nuclear glory
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Posted: 10th Mar 2004 21:25 Edited at: 10th Mar 2004 21:25
The DLL commands act like NEW db commands that you would use for collision between objects.

Did you examine the demo-source that comes with the DLL package?

The majority of the work for setting up collision goes into the object setup. After that, the DLL handles almost everything for you.

If you have any specific questions, I will be happy to help you out.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
BatVink
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Location: Gods own County, UK
Posted: 10th Mar 2004 23:04
Here ya go, media-free demo code, documented. I stripped the functionality down to bare essentials to understand how it worked...

http://darkbasic.thegamecreators.com/?m=codebase_view&i=6d99af4a5acc16df108236b718052d76

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
Izzy545
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Posted: 11th Mar 2004 07:17 Edited at: 11th Mar 2004 07:19
I am utterly confused. Can you even use this with objects that you created? This is my code, it doesn't work at all, and I really want to use this if only I can get it to work... This is just the freeware version, don't want to buy it unless I know how to work it.



Yea, the code is a little messy, but I really want to use this and just can't get it to work

BTW, this is in Darkbasic Classic
nuclear glory
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Posted: 11th Mar 2004 08:37 Edited at: 11th Mar 2004 08:40
Ouch, yes, that is the "ancient history" version.

If you want to test-drive it and get it working before purchasing, download the demo-version for the DBC package of our latest release (2.03) and you'll have leagues of more power over the 1.5 version.

The 1.5 version can only handle a single mesh that is not moved/rotated/scaled. The 1.5 version was a release back in the day. It only offers sphere (not ellipsoid) collision. And no official documentation is provided for it. That is probably the reason you're confused.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Izzy545
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Posted: 11th Mar 2004 08:39
Hehe, okay, I guessed that it was probably too old for me to get help, but thought I'd see. I'll check out the newer demo version and see if I can get that working.
Izzy545
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Posted: 11th Mar 2004 09:04
*Sigh* I still can't get it working... I don't even know if I'm even close to doing this right. Basically, what I want this to do is to set a wall so that the player can collide with it, and I can't get it to work. If you wouldn't mind taking a look at my code I'd be much appreciative. All the code pertaining to this is in bold.

nuclear glory
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Posted: 11th Mar 2004 10:29 Edited at: 11th Mar 2004 10:35
Put the command:

SetCollisionsPRO( PLAYER_OBJ, WALL_OBJ, ELLIP_2_POLY, RESP_SLIDE, DYN_RESP )

underneath the command:

StartCollisionDebugPRO()

and see if that fixes it. The definitions created by the command SetCollisionsPRO() must exist before tagging objects with the CollisionTypePRO() command.

You're also forcing the X/Z positions.

Try a codeblock like this:



Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Turoid
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Posted: 11th Mar 2004 18:37
Quote: "The DLL commands act like NEW db commands that you would use for collision between objects."

yes i know, but i cant use ( for example ) scale object anymore, i must use another command for that, when the dll collision is activated. But why?

if I = 1 then I = 1 else I = 0
nuclear glory
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Posted: 11th Mar 2004 19:36 Edited at: 11th Mar 2004 19:38
Have you read our online manual?

http://www.nuclearglory.com/tutorials/NGColl/203/DBPro/Replace_Purpose.php

The reason for our replacement scale command is because DB offers no way to retrieve the scale information so we need to capture it as it happens. That is the only replaced command at this time (as you'll see in the documentation there)

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Izzy545
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Posted: 11th Mar 2004 19:51
Okay, now what's happening is that my pacman can't walk past a certain point on the level, and it's not where the wall is at. I set the radius to 6, same as the sphere that is like the player, but then he gets put OUTSIDE the walls and can't walk through the wall, which is good. Why is that happening?
nuclear glory
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Posted: 11th Mar 2004 20:35
It might be the sphere size and radius size are calculated differently. Try setting the radius size to 3 and give it a go.

It's also a bit difficult to know what's going on without an example of the problem. (Like a demo, source and media, etc...)

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Turoid
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Posted: 11th Mar 2004 21:23
ok nuclear, i understand. thanks

if I = 1 then I = 1 else I = 0
Izzy545
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Posted: 11th Mar 2004 21:25
It's still not working... All the media and all that that I'm using is just sphere and cubes, and that's all in the source code
nuclear glory
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Posted: 11th Mar 2004 21:43
Could you provide the source you're using? Or, is it something you'd rather protect?

If you feel secure posting your source (and it's not gigantic), I'd be happy to check it out. You can email it to me if you'd rather: [email protected]

Is it by any chance the source code from above that loads the bmp image? If so, you'll need to send those images so I can run the source quickly.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Izzy545
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Posted: 11th Mar 2004 21:48
I'll just post it here. You don't need the bmp, that just textures the matrix. Just get rid of that one line.

Yea, it is that one, the source is right up there. I'm using it exactly the same way that you posted for me to try.
nuclear glory
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Posted: 12th Mar 2004 05:42
Okay, give this a go.



It was stopping because your radius size was an enormous 80 for the sphere. Changing it to 3 gave the right effect. I also put in the "ResetObjPRO()" command after placing your ball object so it would "warp" to the position we placed it in and not get stuck behind anything on its way from 0,0,0 to the start position.

Lead Programmer/Director
Powerful Collision DLL for DBPro and DBC: http://www.nuclearglory.com
Izzy545
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Posted: 12th Mar 2004 05:49
Wow, that's friggin sweet colission there, the one that I made was bouncy, this is so smooth O_O.

Anyways, I think you've convinced me. As soon as I muster up the money, I'm buying this.

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