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DarkBASIC Professional Discussion / help understanding static collision

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Stormbringer
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Posted: 12th Nov 2003 01:35
i,ve created an arena basically a four wall room and wanted to set up static collision around the room. I,ve check out some coding from various demos but i don,t quit grasp it, basiclly i still get no collision after setting up my box. I,m assuming that i set it up with the same placement as my walls. could some one please show me an example of a basic room with static collision so i ndon,t go through the walls?
many thanx
nuclear glory
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Posted: 12th Nov 2003 01:42
Greets,
If you continue to have problems and cannot get the issue resolved, I'd like you to know that you're free to use the collision system that we put together for DBPro. The link is below.

Hopefully someone can answer your question in regards to static collision.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
qwe
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Posted: 12th Nov 2003 04:44
what is the difference between nuclear glory dll and kensupen's code?
nuclear glory
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Posted: 12th Nov 2003 05:05
I am not familiar with kensupen's code. Could you perhaps provide a link to where I could examine it to determine the difference?

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
qwe
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Posted: 12th Nov 2003 22:42
http://darkbasic.thegamecreators.com/?m=forum_view&b=6&t=10315&p=0
nuclear glory
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Posted: 12th Nov 2003 23:04 Edited at: 12th Nov 2003 23:06
I can't get the program to download. If you have it, you can send it to: [email protected]

From what I can see from the posts, the DLL has these advantages:

-(pinpoint accuracy) sliding collision on all axis at the same time against any mesh
-Automatic multiple object handling at once
-A complete feedback system giving contact normals and hit positions
-Easy ellipsoid (or sphere) collision with X models (or most models that DBPro can load)
-Improved edge/corner handling (so when colliding with a mesh you slide gracefully around the edges of the model)
-Definition settings to define which objects should collide with which objects (good control)

And it is about to be upgraded with new features including:

-Automatic ellip-2-ellip collision in combination with ellip-2-mesh collision
-A ray-cast function for determining exact intersect points and normals of any ray (useful for bullets)
-A normal-2-angle converter, so it is easy to align decals (like a bullet hole image)
-Additional response methods (Stick, Slide, Slide but not downhill)

Some may already be in kensupen's code, but I did not see them in the posts. If you could email his program to me I would appreciate it.

Thanks

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
nuclear glory
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Posted: 13th Nov 2003 01:50
Greets,

Thanks for sending me the download.

Yes, that was a fairly good collision example.

I did notice that when you collided with certain objects it would "pop" up into position, this is most noticeable when you hit the side of a ramp (the lower end). Our DLL uses real ellipsoid shape to slide over the edges so it won't "pop" like that.

Also, how fast can the objects in kensupen's code be? Will they miss if they move too fast?


As for us, when we get ellip-2-ellip running in combination with mesh collision, many ellips can be huddled together and when they move the sliding will happen just right and they won't pass through each other. Making it a very powerful system indeed.

One thing I didn't mention before is that you can disable any object in our system for collision, which makes it very useful for large scale projects where you can disable distant objects, etc.

Just some things to consider.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
Genesis Rage
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Posted: 13th Nov 2003 05:03
what i have noticed... Kensupen's code runs about the same speed on my computer with the same model... but Nuclearglory's DLL can handle multiple objects, where Ken's cant

also about the "poping", does not look that good, but again with NG's it does this nice and smooth!

i messed around with collisions for about 6 months now, using many methods to get it looking good... i did create one that handles almost exactly like NG's DLL... the only draw back, i was getting 18 FPS!!!, when i put NG's in place of my own... it was running at a nice 120 FPS!!! BIG difference...

if ANYONE is looking for good collisions, i recomend NG's DLL over anything that i have seen out there!!!

nuclear glory
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Posted: 13th Nov 2003 10:33
Thanks Genesis Rage,

We're going to be kicking off a bunch of new stuff on the website when we release the new version of the DLL.

Would it be okay with you if I used your post above as a testimonial on the website? [no obligation] If so, could you tell me the name you would like displayed near the testimonial? We could put your web address next to the display name as well. Or you could remain anonymous if you want.

Thanks again.
I hope the upcoming release will be very beneficial to you.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
Genesis Rage
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Posted: 13th Nov 2003 21:22
yeah you can use it... for the name either Jake Sindelir or Genesis Rage... putting the website is optional, i leave that up to you

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