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.

DLL Talk / Sparky's DLL not working!!!

Author
Message
Duke Blue Devils
19
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 27th Mar 2006 18:24
Why isn't the collision working properly?
Here's the code:



Attatched are the media files.

J.J. Redick-Player of the year
2006 National Champions

Attachments

Login to view attachments
Olby
21
Years of Service
User Offline
Joined: 21st Aug 2003
Location:
Posted: 27th Mar 2006 20:26
What version of DBP are you using?

"Gangsters die, they don't go to heaven where angels fly!"
AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c
Duke Blue Devils
19
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 1st Apr 2006 20:50 Edited at: 1st Apr 2006 20:51
I'm using DBC Enhanced. Can anyone just post an example on how to use Sparky's DLL with simple primitives collision? For example just a sphere colliding with a box. I can figure it out from there I think.

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php
Freddy 007
20
Years of Service
User Offline
Joined: 30th Nov 2004
Location: Denmark
Posted: 5th Apr 2006 18:27
I thought Sparky's was only for DbPro.

Relativity
20
Years of Service
User Offline
Joined: 29th Mar 2005
Location: Position is relative.
Posted: 7th Apr 2006 04:10
@ Klu,
No, there is a version of Sparky's DLL for DBCe. You just have to keep in mind that the box collision doesn't work properly and you have to add in the bounce vector functions yourself as Sparky forgot them (fortunately, Sparky's a good programmer and knows to keep his naming conventions obvious so they're easy to deduce).

@ Duke Blue Devils,
Game's coming along well. Here's your problem: You don't give your player buffer room. In other words, make your collision ray longer, calculate the length if it hits anything, then, if the collision occurs within a certain distance, you can position your object sufficiently away so it won't partially go through walls (hope that makes sense :-\ ). If you want to learn more, there is an excellent codebase entry on it. Check it out at http://darkbasic.thegamecreators.com/?m=codebase_view&i=d71183f50e9a2d3d7dcec986ff7dbd76. Note that that example uses several rays instead of the one you use.

C:\DOS
C:\DOS\RUN
RUN\DOS\RUN
Duke Blue Devils
19
Years of Service
User Offline
Joined: 11th Mar 2006
Location:
Posted: 7th Apr 2006 04:58
@Relativity
Thanks for that explaination. I understand what you mean and I'm going to try and correct my mistake. Thanks again for your help.

Visit the official Chicago Rush website
http://chicagorush.servegame.com/index.php

Login to post a reply

Server time is: 2025-05-18 22:12:17
Your offset time is: 2025-05-18 22:12:17