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DarkBASIC Professional Discussion / Broken Collisions (Sphere & Object)

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OpticRealm
23
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Joined: 25th Apr 2003
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Posted: 18th Jun 2003 03:57
Hey everyone out there!

I have a little over 1000 lines of code I wrote in Classic. It worked perfect, little slow (12fps), but it worked.

I just downloaded the 30-day-PRO-trial, upped my performance to a little above 50fps, (ain't that crazy??), but object collisions no longer work.

the ball, err, sphere, moves around on the X-Z plane (parallel to the ground) and I have Objects (.X) that ZROTATE to collide with the sphere. Has anyone else heard of collisions that stopped working in the Trial / Pro edition?

Help is MUCH appreciated. And yes, I will buy the PRO version, in two weeks (PAYDAY!)
RCON
23
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Joined: 20th Apr 2003
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Posted: 18th Jun 2003 09:21
I did the same thing, made a game in db classic and got db pro because it ran way faster, fixed some db classic bugs and had a better graphics. most of the code I had that worked before now is broke. I am still attempting to port it over to db pro, but so far its been a bunch of experiments that haven't had any positive results. collisions obviously work different in db pro and I haven't figured them out. my problem is mainly with polygon collision and .x models. you may want to try different patches, and see how that works. I have noticed that different patches do collisions differently. I'm working on other elements of the game so things are not at a stand still while I figure it all out. hopefully I can get it all working before the dead line for the retro remake competition.
OpticRealm
23
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Joined: 25th Apr 2003
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Posted: 18th Jun 2003 10:26
I'm starting to notice that once I load the object, if I position it and then "FIX OBJECT PIVOT", the collisions work better.

Getting the object to rotate where I want to becomes an illogical game of guess and check, but the collisions work a little better.

Its almost as though the video card renders the object in a different place than where it checks the objects for collisions. Like there's two meshes, one thats rendered, and an invisible one that rotates on different axis that is used for collisions?

In DBC I had one file with my "MAIN LOOP" and all my subroutines in a separate file that I "#INCLUDE"ed. DBP made me move it all into one file. Maybe when I get the full version of PRO this stuff will go away?
OpticRealm
23
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Joined: 25th Apr 2003
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Posted: 19th Jun 2003 11:37
Anyone heard of anything like this?

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Witch Bomber
23
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Joined: 25th Jan 2003
Location: Scotland
Posted: 19th Jun 2003 17:01
I have always found the collisions a bit dodgy in DB and I normally just write my own code for it.

If you can't beat them, use a stick.
RCON
23
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Joined: 20th Apr 2003
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Posted: 20th Jun 2003 06:29
Im not that advanced of a programmer to figure that out yet. Do you have any examples I could see? If you don't want to post to the forum, you can e-mail me at [email protected].
OpticRealm
23
Years of Service
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Joined: 25th Apr 2003
Location:
Posted: 20th Jun 2003 08:37
make everything primitive and do my own math eh?

ouch...

Time to use that Calc. I've been learning.

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