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DarkBASIC Professional Discussion / Collision needs improvement

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anseyder
22
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Joined: 25th Sep 2003
Location: Australia
Posted: 13th Oct 2003 06:31
Ok, I have been looking into collision, which is a MAJOR part of EVERY game (just about). Yet DBPro seems to have a very cumbersome method of handling it. Just do a collision search and almost every post is some poor bugger (like me) trying to figure out how the hell it works. This is a request to the guys at TGC to work on a sliding collision command that enables you to create scene/game wide automatic sliding collision. You must have something like it floating around as I am sure that click together game engine you have done supports collision (doesn't it?). Just look at the complexity of Kensupens code to see how complex it is, and what happens if you have to do multiple collsions on a large number of objects?

Ok there is BSP collision but my .X to BSP converter just crashes and to be honest is very irritating. For a commercial product you would expect an advertised feature to at least work to some degree. But I want (as do many others) sliding collision on .X objects, and do-able in an easier to understand method than is currently available.

Please please please heed the hordes of questions and complaints about sliding collision and implement a decent command set that alows it EASILY. After all, just about every other commercial game engine (and many non-commercial) support sliding collision.

cheers

buy the PS2 Game Firewarrior (I worked on it as a level artist)
Scraggle
Moderator
23
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 13th Oct 2003 10:45
And while your at it could you re-impliment pixel perfect collision for sprites. It exists in DBC but not DBP.

I know that this is because DBP uses 3D plains for sprites but surely there must be a way to do it.

Thanks
anseyder
22
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Joined: 25th Sep 2003
Location: Australia
Posted: 14th Oct 2003 06:58
Got an email with the following:

In U6 we will also have sliding collision for STATIC OBJECTS (node tree) to complete the engine

which would seem to address the collision request - good work guys (I hope it's easy to implement)

buy the PS2 Game Firewarrior (I worked on it as a level artist)
Rwilson
23
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Joined: 19th May 2003
Location: United States
Posted: 14th Oct 2003 07:07
Never heard of this in the upcoming patch. Either that, or I wasn't paying attention again.

Anyways, would one of the DBPro geniuses be willing to come out and inform us as to the nature of these commands? By the wording of "Static" objects, does this mean that it will only apply to things like walls and trees?

Usermlsra - Causing Havoc with a Smile
Neophyte
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Location: United States
Posted: 14th Oct 2003 07:44
@Usermlsra

" By the wording of "Static" objects, does this mean that it will only apply to things like walls and trees?"

In a word, yes.
nuclear glory
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Posted: 14th Oct 2003 08:22 Edited at: 14th Oct 2003 08:23
We are working on a new collision system. It was delayed last week due to memory issues, so the system was overhauled. I now can confirm that we do have sliding collision working in the new DLL, and the commands are very easy to use. Look to see the system out by the end of the week. We're working on it full-time now, so it's just going to get better.

The old version can be found at: http://www.nuclearglory.com

Let me know if you have any questions. The new version will be free as well. News about it coming soon. I will be out on the 14th, so apologies for any delayed replies.
Rwilson
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Location: United States
Posted: 14th Oct 2003 21:37
Wow! Very interesting looking so far, nuclearglory. Can't wait for the next version!

Usermlsra - Causing Havoc with a Smile
DaZMaN_YM
22
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Joined: 15th Sep 2003
Location: CyberSherwoodForest, Nottingham
Posted: 15th Oct 2003 01:43 Edited at: 15th Oct 2003 02:03
Great stuff NuclearGlory, nice and fast and simple. And the demo is cute too

Looking forward to any updates you have for this.

Keep up the good work!

EDIT: Only just noticed the Kiwi dude from New Zealand Story on the Emoties list, had to post one
Wik
23
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Joined: 21st May 2003
Location: CT, United States
Posted: 15th Oct 2003 02:20
It's the 14th
May I ask where the new DLL is?

The rock has rolled!
nuclear glory
22
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Posted: 15th Oct 2003 06:03
Hey folks,

I just got back in. Notice I said I would be gone on th 14th, lol, due to a medical appointment. So it's not ready at the moment obviously. Also, internet crashed today, took our ISP several hours to restore the service.

Expect it out tomorrow (15th) as I'm tweaking the collision a bit.

I'm very optimistic. As the memory trouble we were having has been solved.

And... I'll be working on it all night! So, we oughta have something by morning. Check back tomorrow!
Great Knight
23
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Joined: 25th Feb 2003
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Posted: 15th Oct 2003 06:26
oh yeah sprite collution is not very good is DBP.
You can tell in this small pong game I made. f1 brings ball back in middle arrows up/down shift/control are movement


















AMD Atherlon 2400+ XP, 380 DDr memeory, ATI Radeon 9000 64 DDR, Windos XP home edition.
-----------------------And a Katana.
mimesis
23
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Joined: 26th Aug 2002
Location: Norway
Posted: 15th Oct 2003 07:36
Quote: "oh yeah sprite collution is not very good is DBP"


The DLL is not about sprites, and definitely not about collution!

@nuclearglory
Does the new version include this AABB system you talked about?
Thats pretty fast developed,I tought it would take longer...
Dont rush it! We know all what bugs can do, don't we?

Me, You, DBP and everything else, were made in the same place. The Stars!
I wonder what kind of matter DBP bugs are made of ... antimatter ??
nuclear glory
22
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Posted: 15th Oct 2003 08:08
Hey mimesis,

This version does not include the AABB system. But, we're getting pressure to release, so we're going to release a stable version of what we have.

Actually, we started working on the actual collision routines less than 24 hours ago. All the work we've been doing is memory stuff. Once again, the 30 second crash bug came back, and I finally isolated and fixed it this morning at about 3 AM. The collision routines are pretty solid as we took the collision code from the last DLL (we spent a lot of time working out collision issues in the last one. this was the one that had memory issues in DB). Now we're just porting it.

AABB and OOB systems won't be entering for a bit yet, because, as you said, we don't want to rush it
anseyder
22
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Joined: 25th Sep 2003
Location: Australia
Posted: 15th Oct 2003 11:14
Hi nuclearglory,

Just a question, do you have any tutorials on implementing and setting up the DLL for collision. And what's the latest? I am pretty darned interested as I am trying to make a high quality level walk through to show that DBPro can do GOOD graphics....

buy the PS2 Game Firewarrior (I worked on it as a level artist)
anseyder
22
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Joined: 25th Sep 2003
Location: Australia
Posted: 15th Oct 2003 11:20
Sorry, spoke too soon, I saw on your site you will have some tutorials soon. Sorry.

I have to say a big thank you for providing these helpful addons for free. Good work to you all.

buy the PS2 Game Firewarrior (I worked on it as a level artist)
DMXtra
23
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Joined: 28th Aug 2002
Location: United States
Posted: 15th Oct 2003 12:20
The new DBPro collisions are for the octree static objects.
You add your world to the octree universe and you can specifiy what kind of collision it should have.

Dark Basic Pro - The Bedroom Coder's Language of choice for the 21st Century.
nuclear glory
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Posted: 15th Oct 2003 23:14
Just a small update.

The DLL is "nearly" completely functioning for it's first release. I'm testing the feedback right now. And that'll be it (for this release anyway)

Ellipsoid collision can be jumpy when hitting multiple things at once, but that will be addressed in a future update.
gbuilder
23
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Joined: 26th Aug 2002
Location: New Zealand
Posted: 15th Oct 2003 23:37
As far as I can make out, the upcoming Nodetrees are the TGC version of Octrees.
Here is a link to an interesting tutorial on Octrees..

http://www.flipcode.com/tutorials/tut_octrees.shtml

gbuilder

AMD900mhz, 256mb Ram, 64mb GForce2 MX400 Graphics card, Windows 98se.
Oliver
23
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Joined: 24th Nov 2002
Location: Switzerland
Posted: 16th Oct 2003 00:05
Thanks for the link gbuilder, i was wondering what those Octrees things where. Does this mean DB's gonna have working sliding ploygon collision?
Thanks
nuclear glory
22
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Posted: 16th Oct 2003 02:20
Here's a direct download link until I can get a page up:

http://www.nuclearglory.com/developer/db/files1/NGColl/Beta1.zip

Let me know if you have any trouble.
gbuilder
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Location: New Zealand
Posted: 16th Oct 2003 05:22
I've tried it,
A couple of things, I needed to 'set ambient light 60' to see anything inside the level. And, how do you set or stablise the camera ground height, as it is I can fly up to the roof or slide along the floor?

gbuilder.

AMD900mhz, 256mb Ram, 64mb GForce2 MX400 Graphics card, Windows 98se.
nuclear glory
22
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Posted: 16th Oct 2003 05:52
Yes, for a dark monitor you would need to increase the ambient light. On the monitor on this machine it displays fine, it might be dark on my older monitor though.

And it's meant to be a free-flight camera. As this allows you to fly to either mesh and disable collision for them and to ride the camera along the edges, etc. If gravity were applied you'd fall forever the second you disabled the mesh. If you want the camera to not fall below a certain point do something like:

newcamy# = camy# - 1
if newcamy# < 0 then newcamy# = 0
position object cam_obj, camx#, newcamy#, camz#

Hope this helps. That demo is just mainly to show you the commands so it can be applied to your own work. We'll work on the eye candy later
flibX0r
23
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Joined: 14th Feb 2003
Location: Western Australia
Posted: 16th Oct 2003 08:54
@nuclearglory:

Do the HitNormal commands work now? Last version of your plugin i got didn't work with the HitNormal commands. Just made funny screen errors. Although i haven't checked for updates in ages. Gonna download it when i get home from school (Hee hee, i'm 16) and when me ****ing internet starts working again.

I'm going crazy () not being able to check my email (Can't use hotmail at school. Wahhh.

Look. MiniMe -->
Current Project: "Jelly Wars : Episode 2" entry for alienware compo
nuclear glory
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Posted: 16th Oct 2003 09:24
Hi Mr_Flibble,

The collisions are returned in a list now. And the Hit Normal for each collision is returned straight from the collision system memory (which uses these normals)

So they should be very accurate. The commands have changed as well, you'll have to check out the demo. All of the DLL calls are concealed in an include file to keep your code clean.
nuclear glory
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Posted: 17th Oct 2003 10:58
Okay, a page is up now. So you have a list of benefits of this new version! It's on the homepage at:

http://www.nuclearglory.com

Version 2.01 is in the pipe, no news yet though.

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