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Work in Progress / Mesh/Ellipsoid Collision System: Demo Available

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nuclear glory
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Posted: 26th Nov 2003 22:31 Edited at: 26th Nov 2003 22:40
Greetings,

We've been several months into designing/re-designing/and re-designing again, a nice handling collision system. If you've heard me talk about our progress before, well, it wasn't just talk

We've got a demo available for download (source included) and here are some screens...


This one was left big, so you could see the laser sight on the wall. (Ray-Cast function and angle functions to align laser decal)


It works against moving platforms too...


Our soldier can ride the elevator too...


Decent view of the level from here...

You can download the source at:
http://www.nuclearglory.com/images/NGC_201/screens/demo_pack.zip
(size: 520 kb)

Just run the "3rd_shooter.dbpro" file and it should run without issue. If you have problems please let me know.

The DLL will be released as shareware. So, this demo is timed and collision will stop working after a bit of time.

Any/All comments are welcome and appreciated!

Thank you for you reading

Edit:
Be sure to hit the "c" key to change between free-flight and follow-mode. And back the player up into walls to test the 3rd person follow camera

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
Mussi
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Posted: 26th Nov 2003 22:51
WOW , I'm stund by the amazing things you guys have accomplished, very good job man

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greenlig
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Posted: 27th Nov 2003 00:17
hey, the fps looks a bit low eh?

I got best and fairest for soccer WHOOHOOO!
nuclear glory
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Posted: 27th Nov 2003 00:24 Edited at: 27th Nov 2003 00:35
Thanks Mussi

@greenlig
Hey there. With collision turned off I'll gain maybe 1 fps. On my computer that's the standard frame-rate I get to draw the graphics in that level.

It's not a collision performance hit

EDIT: I get similar frame-rates with most 3D levels in DBP. I suggest that anyone concerned about speed should craft some of their own speed tests for the engine and test it out

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
spooky
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Posted: 27th Nov 2003 00:33
Not bad but only 20fps on my P4 2.5 with ATI Radeon 9000. For a relatively simple level I was sort of expecting a higher frame rate.


Boo!
nuclear glory
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Posted: 27th Nov 2003 00:41
Yeah, but I've always got the framerate in DB so I figured it was normal for my end, lol.

If you want to see if you get a performance boost without collision...

comment out the "RunCollisionPRO()" at line 382
comment out the "RayIntersectTypePRO" at line 547
comment out the "RayIntersectTypePRO" at line 589

That effectively disables all of the called collision routines. On my machine I still get 20-21 FPS.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
spooky
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Posted: 27th Nov 2003 00:58
You are doing something REALLY stupid in your code. Instantly double frame rate:

Line 172: change camera to 0
Line 187: comment out make camera command

You are basically overlaying camera 0 (the default camera) with ANOTHER camera. So you basically have two copies of game running at once!


Boo!
nuclear glory
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Posted: 27th Nov 2003 01:07
Hahaha,

woa man, thanks. I thought for sure a camera had to be created before we could see anything. (I'm used to making the camera from other languages, rofl)

haha, yeah, it took off once I made that mod. Thanks again, it ought to make for a more impressive demo. I'm going to modify the download now.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
spooky
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Posted: 27th Nov 2003 01:27
If I change sync rate to 0 and don't load .x level then frame rate goes into the hundreds! Even loading kensupens x level from his sliding code brings frame rate down to under 100 and that is a really simple level.

Your demo level is pretty damn small and I forsee speed problems with anything bigger, even if you split it up into multiple areas.


Boo!
nuclear glory
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Posted: 27th Nov 2003 01:36
Yeah, but what you're talking about isn't related to the speed of the collision system. Loading the mesh into memory and displaying it with a 0 sync rate is a performance hit you'll feel from DB with no collision at all, and therefore out of the scope of the collision system.

Again, try loading one of those meshes and shut off the collision. Or make a snipplet that loads those meshes without even relating to the collision system. Even at the doubled framerate I'm not seeing an FPS impact from the collision system, lol.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
nuclear glory
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Posted: 27th Nov 2003 01:54
I just did a speed test.

With the level and enemies hidden and collision shut off I get around 55-56 FPS...

With the level and enemies hidden and collision turned on I get around 45-46 FPS...

Which isn't bad considering the vast amount of work it's doing for accurate and fast collision between everything

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
nuclear glory
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Posted: 27th Nov 2003 02:31
OKAY,

To all readers. The demo file has now been updated to include the "fixed" version and you should get better FPS now

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
Kensupen
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Posted: 27th Nov 2003 07:35
Well, I'm impressed with the collision detection. It's far better than mine, I think my code is faster, but I sacrifice accuracy. I did find one bug. If I played around in the demo for 2+ minutes, the targeting dot would vanish and I'd be stuck in place but my FPS would jump from ~75 to 233. I think the DLL quits responding. Keep up the good work.

-Kensupen

Nerdsoft Creations - Lead Programmer
System Specs: AMD XP 1700+, WinXP Home, 1GB PC133 ram and Radeon 9500 using DX9
nuclear glory
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Posted: 27th Nov 2003 08:12
Hi Kensupen,

It's nice to hear from you.

Yes, I did try your example before, and found it to work nicely, with the less accuracy. It's accuracy vs. speed really. Nice to see someone else working in the field

That 2 minute shut-off you're experiencing is the demo time limit mentioned earlier. So it is there on purpose. This is a test demo for the shareware version we'll be releasing.

And you know, there's really no reason people can't use both systems. People could use your system if they want a speed boost and use our DLL for the ray-cast functions (like used for the targeting dot in the demo above).

We are slowly putting together a nice software archive (for lack of better terms) on our website. If you check the link in my sig you'll see some stuff at the bottom of the page, etc...

If you'd like to work something out (I leave the door open to you) we may like to write an article and possibly co-host your collision detection source from our website. Then we could offer it to users as a speedy alternative to our own. No pressure or anything, but feel free to contact me at mdd@nuclearglory.com if you'd like to share ideas or maybe make some agreements

We are working with another person, and may see a physics package coming to the site too

Again, great to hear from you.

Thanks for the post!

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
las6
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Posted: 27th Nov 2003 09:38
Quote: "and may see a physics package coming to the site too "


ah, so there will be heavy competition then. Your dll system versus whatever TGC has planned. Your might be better, but TGC's is going to be the "official" one.

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Kensupen
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Posted: 27th Nov 2003 10:00
Personally, I would like to see TGC take the ideas from Nuclearglory's DLL and my code, find the best things from both, advance them a bit, and make them into core DBPro commands/functions.

I think we have a great start on sliding collision, but I'm no master coder. I just wanted a way to have sliding collision and not have to wait on BSPs. Besides, on every test I have done on my PC, my code runs faster than any BSP I've tried in DBPro. The best I've FPS I could get on a good size BSP level was ~133 on every level I've made in CShop, I get ~250-800 FPS. with better collision detection than DBPro's BSP support. On top of that, I only have to export my level from CShop then load it. I don't have to take 1-10 hours to compile it.

I plan to stay in contact with Nuclearglory and exchange ideas to make good sliding collision solutions for all DBer's that are easy to use and free. I hope we can work out some new ideas to get fast accurate sliding collision for any size level.

-Kensupen

Nerdsoft Creations - Lead Programmer
System Specs: AMD XP 1700+, WinXP Home, 1GB PC133 ram and Radeon 9500 using DX9
David T
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Posted: 27th Nov 2003 19:16
Very, very impressive

I especially like the elevator. Nive touch

"Help! My keyboard is stuckkkkkkkkkkkkkkkkkkkkkkkkkkkkk"

Mercenaries in Space demo @ http://www.davidtattersall.me.uk
Chenak
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Posted: 27th Nov 2003 20:29
Very cool , i got about 250FPS and its really accurate too. I wish they had something like this for BSP worlds and terrains but i doubt that would ever happen.

Do we have to buy this collision dll? if so do it through a company which allows a hotmail address and debit cards plz . I hate it when i try to buy stuff off the net, i spend ten mins filling in the form, submit it, and it wont accept my email address .

Once you start down the Dark Path, forever will it dominate your destiny...
nuclear glory
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Posted: 27th Nov 2003 22:58 Edited at: 27th Nov 2003 23:00
@David89
Thanks, I'm glad you like it

@Inferno
Glad you like it as well.

Yes, the collision DLL is shareware. It will run at a one-time fee of $15 and it's yours forever basically. You can use it on team projects as well without paying us again.

We've had no trouble processing transactions for hotmail addresses in the past with our sales of 3D Map Editor, so it's not a problem.

And debit cards shouldn't be a problem either. Our processor isn't too paranoid

If all else fails, we'll be accepting PayPal too.

The DLL package will be available for purchase within the next 48 hours. We're just cleaning up some stuff and I'm writing an online reference manual so everybody will have a guide to each of the commands in the DLL. That will be viewable on our website by the time we release the DLL.

All buyers will receive free downloads of the DBClassic/blitz packages as well, once we get them ready.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
Bren
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Posted: 28th Nov 2003 00:39
Can you use the dll in VB or C++? Are you planning in putting samples in for those languages too?

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nuclear glory
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Posted: 28th Nov 2003 02:16
@Bren
VB is mostly out of the picture, as we have no way to test it. Everything we do is in C++.

So for C++, yes, we 'could' put together a light package for it. It's not as easy to test graphically in C++, so we'd probably just test communication with it in a small C++ app and leave it to the developer to pass in the triangle data, and integrate it into their graphic framework, etc...

So if anyone wants a light C++ package be sure to let me know

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
Rpg Cyco
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Posted: 28th Nov 2003 06:12
Can't wait for it to be available! I'll be purchasing it ASAP.

l8ter

Rpg Cyco

nuclear glory
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Posted: 29th Nov 2003 05:15
Good news!

The collision package is ready to go!

We've got to put some web-pages up to promote the product, but in the time being you may order it directly through our processor at:

https://usd.swreg.org/cgi-bin/s.cgi?s=3772&p=3772100002&v=0&d=0&q=1&t=

And we'll email you a download link immediately after we receive the order.

Also, a reference manual is now on our website in the "Tutorials" section that documents every command you can use for the collision system. Our website at: http://www.nuclearglory.com

If you have any problems, let me know.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
Rpg Cyco
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Posted: 29th Nov 2003 05:41
Ordered.

l8ter

Rpg Cyco

Chenak
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Posted: 29th Nov 2003 14:06
me too

Once you start down the Dark Path, forever will it dominate your destiny...
Chenak
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Posted: 29th Nov 2003 15:02
uhh... how long will it take before we're emailed the link to the download? cos ive been waiting 4 about an hour now. Sorry but im not a very patient person

Once you start down the Dark Path, forever will it dominate your destiny...
nuclear glory
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Posted: 29th Nov 2003 17:05 Edited at: 29th Nov 2003 17:05
Rpg Cyco's order was completed shortly after the order.

All other orders have just been fulfilled. I apologize for your wait. We will be moving to automated systems to send the download link. We just had to sleep for a few hours, lol.

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com
granada
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Posted: 29th Nov 2003 17:27
Got mine more or less strait away ,thanks

dave

just trying to learn
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Chenak
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Posted: 29th Nov 2003 17:48
thnx, got it now its brilliant!! im gonna update my current game to your collision system. Now to find out how to do lightmaps...

Once you start down the Dark Path, forever will it dominate your destiny...
Bren
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Posted: 29th Nov 2003 20:05
I would love a light c++ package

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nuclear glory
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Posted: 30th Nov 2003 09:56 Edited at: 30th Nov 2003 09:57
Okay, our site is updated: http://www.nuclearglory.com

I'm happy that you all found it useful.

@Bren
Alright, I'll take that into consideration. It's on the back-burner right now, but we're headed in that direction. Hopefully we'll be able to whip something up

Lead Programmer/Director
Powerful Collision DLL for DBPro: http://www.nuclearglory.com

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