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N3wton
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Posted: 15th Nov 2009 18:10
surely thats just a bit of projectiles math,

Vtsin(a) - (gt^2/2) + h

i did have some code somewhere, ill see if i can find it

yours
n3wton

thenerd
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Posted: 16th Nov 2009 00:58 Edited at: 16th Nov 2009 01:12
good news! i might be able to work a little more, my schoolwork load has decreased.

@Robert F:
you good at characters? if so, great! i might have something for you! if not, we still need a lot of models. it's late here, ill make a list tommorow.

[edit] Monk: nice job! far better than what I could do.


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Alexand3rS DJSubzone
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Posted: 16th Nov 2009 04:08
Hey, just throwing this out there: If you need in-game/action music, hit me up with a PM or an Email or whatever. I'll help if I get a mention in the credits and oh let's say 99.5% of the game's profit if it goes commercial

Joking aside, I specialize in techno/electronic music.

http://DoLoop.page.tl
http://www.youtube.com/Alexand3rS
Monk
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Location: Standing in the snow =D
Posted: 16th Nov 2009 08:37
Quote: "Vtsin(a) - (gt^2/2) + h"


Newton handles the movement of all the objects, so finding the new position of the object wouldn't really help.

What I'm on about, is if the raycast hits the top of a tree, then the force applied needs to be at the top of the tree, not generally all over. This means that we have to find where the Raycast intersects the object and apply a force based on where it hits.

Mobiius
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Posted: 16th Nov 2009 09:03
Isn't there a get raycast hit x/y/z or something?

Your signature has been erased by a mod because we're sadistic losers with nothing better to do. (joke)
Monk
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Posted: 16th Nov 2009 17:29
There is, but I haven't found a way to apply a force at that position on the object that the ray hit.

kaedroho
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Posted: 16th Nov 2009 19:06 Edited at: 16th Nov 2009 19:09
when I was working on ONE, (an FPS I made), I had the same problem. What I did was I made a few static spheres. And when a raycast hit an object. I positioned one at the position of the raycast hit and left it there for 1 loop.

There are better ways to do it, One which i just thought of off the top of my head. May not work first time.

When the raycast hits the object, first you get a vector of where it hit. Then you should transform this vector with the objects inverse world matrix to find its local position on the object. Do the same to the normal and the normal of the raycast.

Using the normal and the normal of the raycast, you should find the amount of force on that point in xyz. When you have found that, you use the force magnitude, moment forces and air resistance (damping) to calculate the angular and linear forces to apply to the object.

May need alot of trig and a little matrix algebra to do that.

Monk
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Posted: 16th Nov 2009 21:30
Quote: "when I was working on ONE, (an FPS I made), I had the same problem. What I did was I made a few static spheres. And when a raycast hit an object. I positioned one at the position of the raycast hit and left it there for 1 loop."


I have a temporary solution similar to this, but it involves a high speed sphere that hits with the object in one loop. Its not brilliant, but it is temporary.

Quote: "When the raycast hits the object, first you get a vector of where it hit. Then you should transform this vector with the objects inverse world matrix to find its local position on the object."

Could you not just subtract the global raycast x/y/z from the objects position?

Quote: "Do the same to the normal and the normal of the raycast."

Newton has commands which return the normals. I haven't looked into them.

Quote: "Using the normal and the normal of the raycast, you should find the amount of force on that point in xyz. When you have found that, you use the force magnitude, moment forces and air resistance (damping) to calculate the angular and linear forces to apply to the object."

Sounds feasible.... But I haven't the foggiest how. If you have some pseudo code, I'd be willing to try and get it into Newton.

Robert F
User Banned
Posted: 16th Nov 2009 23:00
Quote: "you good at characters? if so, great! i might have something for you! if not, we still need a lot of models. it's late here, ill make a list tommorow."


Eeeek. I HATE doing characters or guns. So I can't really do that. Anything else I can pretty much model though. I can do some dbPro coding if anyone needs help but im not the best at that.

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: 16th Nov 2009 23:15 Edited at: 16th Nov 2009 23:16
@Robert F:
ok. well, we need lots of scenery,
here's an incomplete list.
-trees/shrubs
*palm tree (small, medium, large)
*dead palm (knocked over)(small, medium, large)
*stump
*bushes (lots of varieties)
*sticks (small, medium, large)
*logs (small, medium, large)
-rubble/wreckage
*rocks (small, medium, large)
*broken vehicles
*broken wood boards
*concrete blocks
-various objects
*cinder blocks
*traffic cone
*road block sign
*low-poly birds (for sky)
-important object
*vehicles (jeeps, cars, tanks, trucks, boats)
*sand bags

big enough list?
i might think of some more...

@Alexand3rS DJSubzone: It's great to hear you're willing to help! how about for your first piece, something exciting for the menu. But not too good, save your very best for the boss battle


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Robert F
User Banned
Posted: 16th Nov 2009 23:30 Edited at: 17th Nov 2009 00:07
Alright, I will get working... Is there someplace where I can upload this stuff?

Edit: Also, would you like normal maps and everything to?

Edit2: Anyway, here is a preivew of the Cinderblocks, they still need to be spiced up a little they look to plain.



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.
Alexand3rS DJSubzone
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Posted: 17th Nov 2009 00:26 Edited at: 17th Nov 2009 01:51
Quote: "@Alexand3rS DJSubzone: It's great to hear you're willing to help! how about for your first piece, something exciting for the menu. But not too good, save your very best for the boss battle"




EDIT: All right here it is! I personally think it becomes a little too jumpy for a menu song, but tell me what you guys think!

*Please Don't Steal This*

http://DoLoop.page.tl
http://www.youtube.com/Alexand3rS
thenerd
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Posted: 17th Nov 2009 02:13
@Robert F: nice job so far!
for now, upload it here. If you're worried about people taking it, i'll think of something.
normal and others would be great!

@Alexand3rS DJSubzone: i love the beat, goes very good with the military theme.
two things:
starting at 00:43, that instrument is sort of funky. maybe change that to a very low bass.
also, adding some type of reverb would make it sound good, especially for the drums.


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kaedroho
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Posted: 17th Nov 2009 13:26
Quote: "Could you not just subtract the global raycast x/y/z from the objects position?"


But that wont do Rotation or scale. Although it probly might work with just a subtract.

BMacZero
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Posted: 19th Nov 2009 03:32
Resource management module is done. I just need to to test it a bit. Once I do that, I'm going to compile all the code we've got so far together and post it up so we can see how it's going.

thenerd
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Posted: 19th Nov 2009 21:38
Ok. I've finished the menu, by the way. and the level editor is going slow, but I bought bluegui and i'm making a little progress now. firstt i'm going to work on terrain editing with blitzterrain.


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DB newbie
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Posted: 24th Nov 2009 01:52 Edited at: 24th Nov 2009 02:06
Quote: "for now, upload it here. If you're worried about people taking it, i'll think of something.
normal and others would be great!"

you could always throw a password on the .rar file and only give it to the people that you want to see it.


Come see the WIP!

DB newbie
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Posted: 24th Nov 2009 02:04 Edited at: 24th Nov 2009 02:06
if you guys have any seamless textures that you want some maps for let me know and i will try to get around to them. here is an example.

http://img261.imageshack.us/i/spec2.jpg/


Come see the WIP!

BMacZero
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Posted: 24th Nov 2009 02:24 Edited at: 24th Nov 2009 02:25
The official source code as of 11/23/09 will be shortly available on DevStorm. Everyone needs to register on DevStorm, especially programmers.

To simplify updates, we should have as FEW people making changes to EACH INDIVIDUAL SOURCE FILE as possible. I will post a "global" source compilation on DevStorm every so often, while the individual modules will be handled by those working on them. More information will be found in the thread linked below.

ALL CODERS SHOULD REFER TO THIS THREAD:
Link

Let's get this party started!

thenerd
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Posted: 25th Nov 2009 00:08 Edited at: 25th Nov 2009 01:20
thanks for doing that, bmac. I haven't had much time to work on this. maybe I could hand the lead role over to someone who has more free time, but i'll still be working on it. I just think it is a bit overwhelming for me to be the lead at the moment, with the demands of school.

If anyone wants to lead, that would be great. I'm not quitting, just stepping aside for someone who can handle the planning better. I am really good as a programmer and graphic artist, not so with managing.


also,what version of blitzterrain did you use to compile it? whatever I have, it doesn't work.


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BMacZero
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Posted: 25th Nov 2009 01:35
I guess I wouldn't be adverse to taking over...

thenerd
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Posted: 25th Nov 2009 12:56
If you could do that, thanks.

totally unrelated:
what does everyone feel about using free media around the forums? should we take advantage of that (providing we put the authors in the credits), or make it all ourselves?


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kaedroho
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Posted: 25th Nov 2009 13:23
BlitzTerrain 1.05 is the only stable release of blitzterrain. All the others have at least 1 feature incomplete/not working. Infact, I havn't got a single bug report for 1.05!

BMacZero
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Posted: 25th Nov 2009 15:13
Let's save ourselves some work and use media from the forums.

kaedroho
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Posted: 25th Nov 2009 15:44
Just got bored and made a character controller.

It doesnt use newton or Physx. I coded all the formulas for its movement.

thenerd
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Posted: 25th Nov 2009 17:21
the BT version 1.05 doesn't work.
not to mention the menu is a little funky. But I may be able to fix that...


[EDIT] wait! he's using uberterrain commands!


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kaedroho
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Posted: 25th Nov 2009 19:04
Quote: "the BT version 1.05 doesn't work."


The only part of 1.05 that doesnt work is the Realtime terrain modification. But that is not meant to work. I coded in a very buggy system to stop people from using it which only... half works! It allows you to use the commands but makes them very, very, buggy.

JRH
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Posted: 25th Nov 2009 19:45
Could I help with advertisement, distribution, marketing and the general fussing about to get a game ready for distribution (like title rating, copyright), as well as keep on top of credits (if you are using external media)?

Thanks,
JRH

thenerd
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Posted: 25th Nov 2009 20:28
JRH, that would be great. we will be using external media, I suppose. the amount of stuff we would need to create would be HUGE without it.


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JRH
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Posted: 25th Nov 2009 21:56
Ok, I also have a few models that I've used from other projects, which
I'll post them if I get time.

kaedroho
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Posted: 25th Nov 2009 22:10 Edited at: 25th Nov 2009 22:17
What does everyone think of this Character controller i made earlier.

Fully Timer based and smoothed out.
Doesnt need a physics engine. (runs on sparkys, but easy to add physics engine)
Ducking.
Jumping.
Sprinting.
Hill Resistance. (Currently, it only stops the player from flying into the air when running up a hill).
Can be used with any scene setup with Sparkys. Terrain, or not.

Link:
https://forumfiles.thegamecreators.com/download/1904046

Move: WASD or Arrowkeys
Look: Mouse
Sprint: Shift
Duck: Control, or C to stay ducked
Jump: Space

BMacZero
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Posted: 25th Nov 2009 22:17
Works great, kaedroho, but don't we already have a very nice movement engine (courtesy of Monk)?

mitch793
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Posted: 25th Nov 2009 23:01
Are we having any kind of motion blur?

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

BMacZero
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Posted: 25th Nov 2009 23:11
Engine first, graphics later my friend.

mitch793
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Posted: 25th Nov 2009 23:13
Quote: "Engine first, graphics later my friend."

I know, i know.

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

thenerd
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Posted: 26th Nov 2009 00:34
@kaedroho:
nice work.

@mitch:
hi mitch. (mitch, redemption, ?, brain exploding!!!)

@everyone:

should I try to finish the level editor, or should we finish the engine first?


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kuljot
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Posted: 26th Nov 2009 01:07
Hey the nerd. Im back so much school work. Hey do you think you could post the code of the level editor and what you have finished so far, maybe we can help. Thanks/.

Gateway GT5628 Quad Core Desktop Intel Core 2 Q6600 2.4GHz Quad Core 3072MB RAM / 500GB 7200 SATA II Hard drive DVD RW 18X multi dual NVIDIA GeForce 8500GT ....
thenerd
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Posted: 26th Nov 2009 16:29
Most of the code is broken up in different projects, so i really can't show you it in one file yet (pick object test in one file, terrain in another, camera movement, etc.)

Today i'm gonna work a little on it. One of the things I am struggling with is geometry placement on a grid. I want it to be sort of like map-scape, but I have no idea how evolved got multiple camera views in bluegui.


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mitch793
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Posted: 26th Nov 2009 17:30
Quote: "hi mitch. (mitch, redemption, ?, brain exploding!!!)
"

The funny thing is, my name is actually not mitch. Its a nickname.

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

Xarshi
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Posted: 26th Nov 2009 18:18 Edited at: 26th Nov 2009 18:24
Eh, if you guys want me to help out with some stuff I'd be willing.

I've already planned on two things right now (for dbp in general):
1) A Havok Physics plugin which introduces all the features of Havok for free. It'll be quite easy to integrate. I've worked with it for a year or two now, so I'm quite capable with it. (Games that use this: Half-Life 2, Halo 2, Halo 3, BioShock, Oblivion, and many many others)
2) A Flash plugin which allows users to display Flash animations in dbp (as well as GUI. Games that use this: Crysis, Dead Space, and others)

I was also tossing around the possibility of making a program that intercepts dbp, reinterprets some of the code, and sends it to the dbp compiler. This would be for enabling OOP programming within DBP (I've made my own scripting languages that were OOP, so this wouldn't be too difficult).

I can help with some shaders as well. In my older projects (in C++ and C#) I've gotten SSAO, Deferred Rendering, Motion Blur, Depth of Field, HDR, and other shaders working. So I'd be capable there.

I've also developed an entire multiplayer first person shooter on my own for a school project (had a level editor, weapons loaded from xml files so it was expendable, as well as character and graphic configuration from xml files).

I also know some stuff about AI and was thinking of a few ways to integrate some interesting artificial intelligence into a program with physics (dynamic environments).

I can get player movement that is as high quality as Halo 3 or Half-Life 2 done in maybe a week or so if you want. No promises since I hate deadlines. I'm working on the rigid body dynamics portion of Havok right now, but that doesn't take long as it is quite simple. After that comes character physics, and after that comes vehicle integration (so far I'm planning on a car, motorcycle, and tank preset).

So if you want some help I'm up for it. I was just remembering Blackout and wanted to do something like that.

Ah, as well, my Havok plugin and everything else I mentioned would be free so it could be used for an open source development project.

Edit - And again I forgot. I have a very talented modeler who helps me out and would help make models. He made all the models in my open source first person shooter I did on my own in C++. As well, I can produce relatively high quality sound effects. I have owned Logic Pro for about a year and know a few tricks about it. If you don't know what that is, it is a $500 digital audio workstation designed by Apple.
BMacZero
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Posted: 26th Nov 2009 18:47
@Benny - Havok Physics would be so cool in DBP! I think we'd be certain to use something that awesome if it was free .

I look forward to seeing some of your work .

Xarshi
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Posted: 26th Nov 2009 18:53
Quote: "I think we'd be certain to use something that awesome if it was free ."

Well good, I had no intention of charging money for anything I'm going to be making, hah.
BMacZero
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Posted: 26th Nov 2009 18:58
I guess I meant "because it is free", then .

thenerd
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Posted: 26th Nov 2009 19:57 Edited at: 26th Nov 2009 20:23
even if it costed money i would buy it.

benny, you seem to know quite a lot! We are going to need you, definitely. Especially sound fx and shaders, and maybe ai.

the only thing about that is Monk was already working on a physics system in Newton, so you'd have to ask him if it was alright to change (again).
a question, does the plugin actually use the havok physics system?

[edit] bmac, i think i know why my menu system doesn't work. something is wrong with the resource system, because these

all return 35?


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Monk
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Posted: 26th Nov 2009 20:36
I'm fairly snowed under at the mo, and I did have a look at Havok ages ago but didn't have a clue how to use it with DBPro, so if Benny is happy integrating Havok, I say that's probably a good thing for me and the whole project

thenerd
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Posted: 26th Nov 2009 20:40
ok. seems like you want to be able to get that load off your back, judging by your blog...


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Xarshi
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Posted: 26th Nov 2009 21:22
Quote: "does the plugin actually use the havok physics system"

Yes. This is the same physics engine that Halo 2 and 3 used. Just a newer version (so more features)

The vehicles I will implement will be as high quality as Halo 2 or 3's vehicle physics. The characters will be as high quality as those characters as well. Same with physics.

And another thing, I have the concept behind my OOP compiler down perfectly. I'm programming it now. So we can make this the first DBP program to make use of OOP inside it. I'm also changing the way you define variables and such a little. The code would look like this:



That is how the code will be designed to look. It shouldn't take too long. For typecasting and such I will provide pseudo methods that the OOP compiler will read in. I can have this done relatively soon. I had an OOP scripting language made in C# done in a week to where you could export classes and static methods from C# with just one line of code (something like bBinder.BindClass(...) and bBinder.BindStaticMethod(...))

This should be fun
thenerd
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Posted: 26th Nov 2009 21:30
I love the OOP idea. Maybe not for this project, though. we will have to discuss it.

For the physics, we will definitely use your system, and it will be great because it handles vehicles and characters in addition to regular physics. the reason I asked if it used the actual havok system was because i thought havok costed money...


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BMacZero
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Posted: 26th Nov 2009 21:33 Edited at: 26th Nov 2009 21:33
Looks like that might add some learning curve to the project. I feel the same as thenerd here.

Xarshi
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Posted: 26th Nov 2009 21:33 Edited at: 26th Nov 2009 21:34
Havok is free for noncommercial use and uses for selling games up to $10

And if you don't want to use the OOP then that's cool. I just figure a project like this should have more of a structure to it. But as you say, we'll discuss it.

If you have aim or msn, you can discuss some stuff with me there. As well as anyone else if they so desire.
aim - Xarshi
msn - [email protected]

Quote: "Looks like that might add some learning curve to the project. I feel the same as thenerd here."

Don't worry, it won't look that hideous when I'm finished. haha.

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