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Gamer Making
18
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Posted: 3rd Oct 2009 02:42
lol k thanks.

OpenFPS tester and Coder
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Gamer Making
18
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Posted: 3rd Oct 2009 03:55
hmmm... it doesn't seem like the movement module is working right now. Says something like you have hit a function declaration MID-program! is what the error says.

OpenFPS tester and Coder
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mitch793
16
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Posted: 3rd Oct 2009 14:45
Button for main menu concept:

Compliments and criticisms welcome.

[url=http://steamcard.com/]

Gamer Making
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Posted: 3rd Oct 2009 19:08 Edited at: 3rd Oct 2009 19:11
alright guys, look like the project will grind to a halt until we get further notice of what to do. Meet on Devstorm.co.uk forums in the openfps section for the meeting this weekend.

EDIT:and hmmm.... what exactly is that button for?
and to thenerd, in the meantime, wanna help me with the space invaders game? haha, and i especially need a menu screen with buttons =) other than that i can code the rest.(unless you want to help.)

OpenFPS tester and Coder
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BMacZero
19
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Posted: 3rd Oct 2009 19:14
Quote: "alright guys, look like the project will grind to a halt until we get further notice of what to do. Meet on Devstorm.co.uk forums in the openfps section for the meeting this weekend."

...now he gets it



Gamer Making
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Posted: 3rd Oct 2009 19:17
i already got it 3 days ago

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thenerd
16
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Location: Boston, USA
Posted: 3rd Oct 2009 21:25 Edited at: 3rd Oct 2009 21:27
Quote: "EDIT:and hmmm.... what exactly is that button for?"
we were talking through IM on steam, and i asked him to make some buttons.

mitch, your sig needs reformatting. put the openfps sig code, first, then to the right the steam info, and below it your comp stats.


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thenerd
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Posted: 3rd Oct 2009 21:35 Edited at: 3rd Oct 2009 21:36
also, Gamer Making, I am going to email you about your space invaders game so we don't have to talk about it in this thread.

and mitch, looks great, rounded more perhaps.


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BMacZero
19
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Posted: 4th Oct 2009 01:51
I'm starting the programming organization thread, I hope I'm not stepping on any toes, I really think this needs to be done so we can actually...you know, do work.



Gamer Making
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Posted: 4th Oct 2009 01:53
hmm alright, the nerd you can email me at [email protected], i use that one now.

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thenerd
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Posted: 4th Oct 2009 02:09
Quote: "I hope I'm not stepping on any toes"
no toes stepped on!


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BMacZero
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Posted: 4th Oct 2009 03:23
Good .



Gamer Making
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Posted: 4th Oct 2009 03:26
yep, then we need to assign projects to each person, and a partner to help them =). I would prefer if i could work with bmaczero or thenerd, since i know em the most

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mitch793
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Posted: 4th Oct 2009 12:08
Ok, new updated rounded button:


[url=http://steamcard.com/]

HavokDelta6
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Posted: 4th Oct 2009 12:53
Are you still going for the dark glass UI?

thenerd
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Posted: 4th Oct 2009 15:10
yup, I just like that style.

Quote: "yep, then we need to assign projects to each person, and a partner to help them =). I would prefer if i could work with bmaczero or thenerd, since i know em the most "
we will do that once we all agree on some standards. can everyone start posting on devstorm instead of here?


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Monk
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Location: Standing in the snow =D
Posted: 6th Oct 2009 22:29 Edited at: 6th Oct 2009 22:31
Right,
well I've managed to clear a nice little afternoon in my diary and I've had the whole afternoon to push on with the Newton physics.

So far, I've got 5 spheres, a terrain object and a lot of trees, several materials set up as well, but they don't do that much.

It was working til I added the trees, but the spheres seem to go straight through them.

I'm just wondering, what are people wanting from the physics engine? I mean, at the moment, its just collision, but are people hoping for more? It may be easier to try and put in from the start than later.

If anyone knows why the spheres go through the trees, please could you look at this code, and say why. Thanks



All files necessary and code so far are attached.

thenerd
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Posted: 6th Oct 2009 23:06
monk, glad to see you're working on it! for an afternoon of work, that is great! I have no idea about the the trees though...


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BMacZero
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Posted: 7th Oct 2009 02:02
I'd say what we want from the physics engine is pretty basic:

- To be able to set up all entity objects and have physics for them automatically taken care off (rolling, falling, bumping into other entities)
- And to allow the player to interact with object (by picking them up, shooting them, throwing grenades, etc)

That's all I can see .

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Monk
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Posted: 7th Oct 2009 19:10
Nearly sorted the trees =) Turned out that I was missing one command Kind of an important command as it positions the trees!

Quote: "To be able to set up all entity objects and have physics for them automatically taken care off (rolling, falling, bumping into other entities)"

I would say that this is not too far off. At the moment I only have 5 spheres but I have tested the other shapes, although cones and Cylinders do seem temperamental.

The other point shouldn't be too hard to add seeing as its not actually coding the shooting, just allowing it to collide with the bullets.

thenerd
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Posted: 7th Oct 2009 22:59 Edited at: 7th Oct 2009 23:00
shooting is easy.
making a level editor, not so much...


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BMacZero
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Posted: 8th Oct 2009 02:20 Edited at: 8th Oct 2009 02:21
Quote: "shooting is easy."

Sure, but making objects fly away/fall over/explode when you shoot them?

@Monk

I don't think collision will work for this - we really should use raycasting for shooting, which means no bullet objects. If Newton has any commands for manually applying force at a point, that would be ideal.

Monk
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Posted: 8th Oct 2009 18:14
There is a set omega command which sets forces for each axis. We might need a bit of code to work out what the forces are depending on where the "bullets" hit, or Newton may have a command for that as well...

thenerd
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Posted: 8th Oct 2009 21:40
newton can do shooting, there was a demo that did it...


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kaedroho
17
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Location: Oxford,UK
Posted: 9th Oct 2009 01:41
Good news! I managed to get BlitzTerrain rendering with its own rendering engine. So no more slow DBPro! My little rendering engine can give speeds of up to 2x as fast. This is because its specialised for terrains so alot of features have been changed/removed.

thenerd
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Posted: 9th Oct 2009 02:16
oh, that sounds great! can't wait to see it in action!


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Gamer Making
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Posted: 10th Oct 2009 05:35
ugghhhh... sorry guys, haven't been on lately because of school and homework, but maybe ill be free this weekend. What would you guys like me to work on? Don't know how the project has gone so, yea. Well gotta go, its getting late. Cya tommorrow.

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thenerd
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Posted: 10th Oct 2009 15:13
you could help with the core engine. I need someone to do level loading, and help with the actual editor. I also need 3d modellers. But before you do anything, take a look at the standards thread on devstorm.


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kaedroho
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Posted: 10th Oct 2009 19:44
thenerd. You might want to know that BlitzTerrain can now continuously update every single vertex on a 256x256 terrain at approximately 100FPS.

I would say that you might maintain a nice smooth FPS if your just editing parts of a terrain.

thenerd
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Posted: 10th Oct 2009 20:43 Edited at: 10th Oct 2009 20:45
well considering the only time terrain will be dynamically modified is when making levels, that fps is great.

[edit] actually, we could do some kind of "destroyable terrain" system (eg, bombs make holes in the ground).
but in-game, that fps is still great.


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Mobiius
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Posted: 10th Oct 2009 21:29
I can't wait to buy Blitzterrain. I need it's functionality in my game! lol

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thenerd
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Posted: 10th Oct 2009 22:40
If I have the money I am buying it too... kaedroho, you deserve it!


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HavokDelta6
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Posted: 12th Oct 2009 22:35
Above it was raised with newton: explosions

I will arse around with this when i have time (working on a PHP project atm)

but i used to do it using scaling.

What is an explosion? a shockwave (sphere) that smashes alot of things out of the way. This gives a nice little effect by scaling, which you can do dynamically in newton

The second way is to apply a force to the object bassed on its angle and distance from the explossions origon, this may need a little optermising, as i can see it being cumbersom, the advantage to it though is that the force applied (visually) will be preportional to the mass; anyway, anything i /you get working please post

kaedroho
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Posted: 13th Oct 2009 00:23
The second way would be quicker. As you don't have to do much collision checking. Distance checks can be very easily optimised.

HavokDelta6
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Posted: 13th Oct 2009 01:39
Second way would not be quicker due to its aftermath the collissions, and for example a grenade may be more suited to a sphere that just moves everything, as opposed to the f = k / d method where k is a constant. The physics engine will handle collision eather way, and with the k / d method, objects that are near to each other in terms of the origon will collide, prehaps making it more expensive in resources then the alternative.

BMacZero
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Posted: 13th Oct 2009 02:01
We have to do the second way whether it's quicker or not - as was pointed out, with the first way, a tank sitting next to the blast would fly just as far as a small rock next to the same blast. Talk about unrealistic.

thenerd
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Posted: 13th Oct 2009 03:56 Edited at: 13th Oct 2009 03:57
but fun.
sorry, i've had a school project to complete, I had no time to code. but I will soon. (this next week).
thinking of getting the menu done.


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kaedroho
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Posted: 13th Oct 2009 13:49 Edited at: 13th Oct 2009 13:51
The seccond way IS quicker. Why dont you look for yourself? And BMacZero is correct. We need to make force fields instead of objects. If you make this an object and the fps happens to be low. Youll either have objects getting inside the collision sphere causing objects to not move as collision will not be detected. Or all your objects will be flying around and uncontrollable speeds. The seccond is faster and more easier to control. Heres an example of how it could be done. Remember not to use forces. Forces are only good if your applying them for some time. Use momentum instead.



thenerd
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Posted: 15th Oct 2009 00:46 Edited at: 15th Oct 2009 00:47
made a little progress on the menu:

if anyone wants to test it, tell me and i'll attach it.


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mitch793
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Posted: 16th Oct 2009 18:22
Yeh ill give it a go.

[url=http://steamcard.com/]

thenerd
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Posted: 16th Oct 2009 21:38
ok, here it is.
(the exe is in the Build/Bin directory, by the way.)


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Gamer Making
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Posted: 17th Oct 2009 19:32 Edited at: 17th Oct 2009 19:33
sorry... so busy with school right now... Hopefully i'll be able to help out later.

EDIT: AND WOW NICE MENU

OpenFPS tester and Coder
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kaedroho
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Posted: 17th Oct 2009 20:51 Edited at: 17th Oct 2009 20:55
Very nice menu!

I just released a new dll. It does anisotropic filtering.

http://forum.thegamecreators.com/?m=forum_view&t=159383&b=5

What do you think?

thenerd
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Posted: 17th Oct 2009 23:42
It's great. much better than regular filtering. I noticed the "Kaedroho DLL Collection" on devstorm,


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Robert F
User Banned
Posted: 30th Oct 2009 02:59
Hey, if you guys are still looking for people to join I will. I can pretty much be anything. Modeler, Programmer, Game Design, Level Design. It doens't matter.

Hi, it’s Robert with Stealthmod! You’ll be saying Stealth every time you use this mod! It’s like CoD! It’s like L4D! It’s like BioShock. A regular mod doesn’t work good – this works good and great.
thenerd
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Posted: 30th Oct 2009 20:36
that's great!
any particular thing you want to work on?

just to tell everyone, right now this project is sort of sleeping, I need to purchase blueGUI and finish the level editor. so it is not dead, just set to the side for a little while.


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Monk
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Posted: 15th Nov 2009 13:06
Hmm... This place is a little quiet...

I've added a little bit of shooting into the Physics, basically if you click the mouse, a little red ball appears and flies straight into whatever you were looking at.

I'm going to try and add some raycasting and explosions as well, seeing as I have no school work to mention of this afternoon =)

BMacZero
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Posted: 15th Nov 2009 15:38
Indeed it is, Monk.

About your physics - raycasting is going to be a must, you should know that we don't use sphere for bullets around here . I can't test it because I don't have Newton, though...guess I'll go get it .

Robert F
User Banned
Posted: 15th Nov 2009 15:56 Edited at: 15th Nov 2009 16:06
Quote: "that's great!
any particular thing you want to work on?"


haha, wow I forgot all about this thread... I've been pretty busy lately. I really don't care what I do. I can model some stuff, or do some programming but I'm no master programmer though. I can do a few things though.

Edit: it seems like you guys are really slowing down so if you give me a spot now I can work on it while you guys are gone because I have nothing to do.

Hi, it’s Robert with Stealthmod! You’ll be saying Stealth every time you use this mod! It’s like CoD! It’s like L4D! It’s like BioShock. A regular mod doesn’t work good – this works good and great.
Monk
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Posted: 15th Nov 2009 17:58
Quote: "About your physics - raycasting is going to be a must, you should know that we don't use sphere for bullets around here . I can't test it because I don't have Newton, though...guess I'll go get it ."


Newton can do Raycasting, the problem I'm having is applying a force based on the raycast and where it hits. Crack that, and explosions will be a doddle as well.

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