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castek
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Posted: 2nd Mar 2009 17:26
OK guys! I FINALLY got dark physics to work and now I have a question!

I\'m making a 3rd person game so how should I set the collision up( I don\'t need you to completely write it out but what would the best commands be for setting up the person\'s collision?) Any help would be superb!


Here is my code if you need it!


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Posted: 2nd Mar 2009 18:11
Well done castek, do post in the other post what you did to get PhysX going.

Have you turned the 3d model into physx control with box or capsule or mesh.

From what I can see only the ratify1.7.dbo is under the control of physX.

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castek
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Posted: 2nd Mar 2009 18:26 Edited at: 2nd Mar 2009 18:27
yeah, it's not working all the way but I can get aorund the few bugs until I fugure it out. and yes, I posted what I did.

Anyways what I'm asking is what command should I use for adding physics to the character model I tried some but when I used them I lost all control over it. so I need to now what is the best command to use would be? And how would I implement it (I.E do I need anything in the main loop besides phy update?)

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Posted: 2nd Mar 2009 18:39
try this with your character object number.



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castek
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Posted: 2nd Mar 2009 18:53
I'm not sure I did it right but it's not working (here is my code)


phy make capsule character controller 1,500, 500, 500, 500, 500, 1, 30, 40

do I put it in the main loop? or what?

Btw, I had to guess at most of those variables and stuff cuase I dins't know them, is there an easy way to find them out?

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Posted: 2nd Mar 2009 19:09
well the height is half the height of the model radius it half the width.

once made you use this as found in the character demo.



just been try this can't see the model yet and it keeps going through the floor, if I find itbefe you do will post it.

cheers.

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castek
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Posted: 2nd Mar 2009 19:24 Edited at: 2nd Mar 2009 19:26
???

I dont really understand your last post, especially the last part. I tried changing the movement code to

if upkey ( )
key = 1
phy move character controller id, 200.0
endif

if downkey ( )
key = 1
phy move character controller id, -200.0
endif



but now my character doesnt move at all. (BTW I did change id to the right number)

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Posted: 2nd Mar 2009 19:32
ok, I am using the character demo, this what I have done, still trying to get the model the right way up.



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castek
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Posted: 2nd Mar 2009 19:55 Edited at: 2nd Mar 2009 19:56
nothing is working I've followed your code nearly exactly and still. I can get my character to move but here is no collision and when ever I move him he goes down in stead of forward.


Maybe I'm doing the collison on the world wrong?

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Posted: 2nd Mar 2009 20:15
you might need to go back a bit, by that I mean make box for the ground and static phy, then load in your model and see if you can get it to stay on the box, when that works should work in the main code.

try

phy make rigid body static static 32

see if does anything diffrent.

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castek
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Posted: 2nd Mar 2009 20:25 Edited at: 2nd Mar 2009 20:30
that command shows up grey


EDIT:
Ok I got collision with the box



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Posted: 2nd Mar 2009 20:37 Edited at: 2nd Mar 2009 20:39
help's if I put the right word in should have been;

phy make rigid body static mesh 32

edit

do you use the old ide or the new one, as I have put all the physx commands into the old way of looking the commands up instead of using the chm files.

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castek
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Posted: 2nd Mar 2009 21:37
that command doesnt work for me (I go though the box)

When I used phy make rigid body static box 12 it worked

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Posted: 2nd Mar 2009 21:59
ok, if works for you use it.

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castek
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Posted: 2nd Mar 2009 22:56
it works only one the box. When I apply it to the terrain I go right through.

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Posted: 2nd Mar 2009 23:02
another way of stopping object falling to far is to use,



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castek
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Posted: 2nd Mar 2009 23:17
yes but I also need detailed polygon collison not just a single plain collision.

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Posted: 2nd Mar 2009 23:21
well the phy rigid body static mesh works ok, its used on character and vehicle demos.

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castek
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Posted: 3rd Mar 2009 00:03
I already tried
phy make rigid body static mesh 32

but it didnt work.

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Posted: 3rd Mar 2009 11:52
Have you looked at the dbo in the visuals debugger to see how its putting the mesh on it?

keep going your going to be the expert on this when you've cracked how to do it.

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castek
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Posted: 3rd Mar 2009 17:15
how do I use the visual debugger? I know how to get to it but it says I need a .pxd how do i make a .pxd?

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Posted: 3rd Mar 2009 17:21
fire up debugger(should have a green circle icon) then run your code with this line above phy start.



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castek
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Posted: 3rd Mar 2009 17:34
OK, I got it working but what do I do in it?

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Posted: 3rd Mar 2009 18:00
when you stop your code you can then play back what happened in the debugger. (if you don't stop your code it locks up).

then press the button with <<| to rewind what happened then press > to play.

In the view drop menu there are lots of bits you can turn on or off the one at the bottom that set the world view to left or right is a good one to start with, default is left, however Darkbasic uses default right.

just try each on in turn then you will which one you will need.

I had to read the Manuel in the end to use it.

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castek
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Posted: 3rd Mar 2009 18:59 Edited at: 3rd Mar 2009 19:11
What does the debugger actually do and there was no option in the view pull down tab to change the world view to left or right.



P.S. How do I access the list of commands for Dark physics with in Dark basic? I can press F1 to view individual commands but how can I view the entire list?

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Posted: 3rd Mar 2009 19:14
All it does it let you see what force are doing and what type of shape its using for the detection.

The link above should have given you beta 1.0.0, there is the one that comes with Dark PhysX that has a red circle icon.

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castek
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Posted: 3rd Mar 2009 19:18
it says I have version 2.5.0 and it does have a red circle icon.


BTW what link above?

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Posted: 3rd Mar 2009 19:23
this one, though I had one in this post must have been another post.


http://developer.nvidia.com/object/pvd_home.html

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castek
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Posted: 3rd Mar 2009 21:27
OK I downloaded it and tested it but it doesnt show anything in the debugger. Yes I have phy enable debug in my code above phy start but it doesnt work. all it does is show the grid in the middle of nowhere

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Posted: 3rd Mar 2009 22:01
if it has recorded anything the grey bar at the bottom will have move over to right, if it is press <|| to wind it back then press >, if you don't see anything try moving the mouse around slowly.

debugger must be running before you start your code.

or

Add phy enable debug to any of the demos, if you see anything, you should be able to work out what to do.

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castek
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Posted: 3rd Mar 2009 22:08
still not showing. all it shows is this weird little symbol (see pic)

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Posted: 3rd Mar 2009 22:20
it running, try moving the camera view in debug back this is done by pressing the s key might then be able to see a box out line.

this is a picture of what you would see if you ran capsules demo.

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castek
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Posted: 3rd Mar 2009 23:00
alright, I was able to zoom out and see bits of it but it's really big and there is some sort of fog effect so I cant see very much of it.

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castek
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Posted: 6th Mar 2009 18:31
bump. can anyone help me?

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Posted: 6th Mar 2009 18:54
when you say fog do you mean like there ghost, where expecting to see solid objects or transparent.

Run one project many times, switching one thing on then off then you will what does what, when you gone through them all you will see how you would like it set up.

I have them all on, however you might not want that.

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castek
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Posted: 6th Mar 2009 19:30
when I say fog I mean that the object dissapears after the camera goes a set distance away from it. so in the visual debugger it's really really big so I can only see bits of it at a time. and I don't get what you mean in the rest of the post.

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Posted: 20th Mar 2009 20:24
Bump

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Posted: 20th Mar 2009 20:43 Edited at: 20th Mar 2009 20:44
the options circled in blue I have all turned on.



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castek
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Posted: 3rd Apr 2009 23:01
Sorry for the late reply, But I turned those all on but i still have the problem where my world is so big that i only only see bits of it at a time. is there any way to make it smaller in the debugger?

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Posted: 29th Apr 2009 20:38
Bump:



Hey Guys, I still am having problems with this. for those of you who dont want to read the whole thing here is a summary

I need to make a 3rd person character in my game have collision. I have determined that i need to use a Character Controller Box but I have not been successful in getting that too work, Iv'e tried using the visual debugger but I cant get that to work properly either. So, Pretty much I have not accomplished anything xD

If anyone want to help that would be super cool. Thanks in advance!

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MickeyIII
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Posted: 29th Apr 2009 22:22
Ok, sorry to but in on this, but you seem desparate, and even though I've been a noob for many years (just kinda messed around not getting anywhere all this time), but ever since I got the latest update for Dark Physics I could never get the PHY MAKE RIGID BODY DYNAMIC MESH to work and I've been using the CONVEX to get it to work. That could JUST be me, but I saw you tried to use that command and wondered what version of Dark Physics you are using...as for the Terrain...I have no clue.

Are u using a matrix, advanced terrain, memblock terrain, or a pre-loaded terrain???

I would also love to solve this mystery, so I think I would like to work with yall on this.

I'll be waiting for the next reply...

MickeyIII
castek
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Posted: 1st May 2009 18:25
I dont mind you butting in on this, infact everyone come on down! the more the merrier! anyways,IM using a pre-loaded terrain and I'll try out CONVEX. Thanks for the help!

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castek
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Posted: 4th May 2009 00:07
OK Sorry for the double post.

I am running the latest version of Dark pysics and DBpro.
and what is convex?

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MickeyIII
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Posted: 4th May 2009 04:24
Convex is a mesh that does NOT cave in with any of the verts such as a cube or sphere, where as concave is quite the opposite, normally an irregular object such as one that is made by the user, say, as in Blender 3D.

In dark physics, when setting up an object with that command, no matter the object, the physics program would, so to speak, take paper and wrap the physics data around the display object being used, keeping in mind that if it is concave, with holes in it or a dent in maybe something like a circle like the pac-man image, it will just pass over it, keeping the rigid body data convex.

Make sense???

I'm still working on the program with Code Surge, as it's a little easier for me to keep organized. I'm working on it as we speak as a matter of fact, will post a working version soon when I get to that point.

MickeyIII
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Posted: 4th May 2009 14:23 Edited at: 4th May 2009 14:24
Just wanted to add something about making a dynamic convex.

I have noticed that if you have an edge on an object that is too sharp angle the convex physics shape will be unpredictable.
However if one makes an edge with less sharp angles it will make a correct physics object without sacrificing the whole shape.

2D representation of what i mean in the image.


Excuse my lack of ms paintbrush skills

Regards

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MickeyIII
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Posted: 4th May 2009 18:57
Ok...it seems that I'm getting in way over my current experience with this. I need to REALLY start small. It took me 6 to 7 years to realize that I'm more of a noob than I thought. I'm sorry to back out of this...this is really humiliating, I'm 19 in college, and I'm struggling to simply make third person camera movement with a
"pretty much already made physics engine for you."

Time to read on tutorials on, oh I don't know...PONG! BREAKOUT! Maybe Asteroids or Space Invaders if I can EVER get collision to work with out plugins...Never could figure out how to get simple continuous collision detection to work. That in itself is difficult enough.

Sorry,

I will stop beating my self up now and do something about it...

MickeyIII
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Posted: 6th May 2009 19:54 Edited at: 6th May 2009 21:06
OK, I understand, Well thanks for trying!


EDIT:
OK I've been playing around with the Character Controller a little bit and i think I manged to get it too work part way but no I need to do some stuff:


(1) First I need to make sure that the Character Controller is actually in the right place so I need to do Either
A. Make the Character Controller Visible
B.Attach a small cube to it so that when I move the Character Controller it will move the box and therefore I can see if it is actually working.


(2) Then I need to make it attached to my character so my character will have collision.



Here is my code


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castek
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Posted: 8th May 2009 18:27 Edited at: 9th May 2009 02:01
bump!

EDIT:
I think my sigs to big


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Posted: 19th May 2009 19:34
Anyone?

Your signature has been erased by a mod because it's larger than 600x120
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Posted: 1st Sep 2009 04:25
try using the code for the character controller demo but instead of



at line 46 and 47

put

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