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AppGameKit Classic Chat / Lego Bricks

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puzzler2018
User Banned
Posted: 4th Feb 2019 20:58
Wow - thanks guys some interesting stuff going on here

Just on a adoc totally off question, how does the icon at the side of a thread work - its gone red already

Does it convert to red when

- Views past a certain point

- Posts past a certain point

- MODs convert it to red because it could turn into interesting topic

Im still learning the basics of Blender and other known editing software is quite daunting. so will have a go at breaking up the OBJs faces a little later with code as blender is daunting to me. I could take a month to do somthing that
an expert can do in 2 mins -

These editing software - i think software companies put too much in their apps and just makes things 10 x more difficult to do anything.


chafari
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Location: Canary Islands
Posted: 4th Feb 2019 21:05 Edited at: 4th Feb 2019 21:06
We can reduce the vertex quantity placing cylinders only if it is not covered ...I say



Example made with built in primitives .

I'm not a grumpy grandpa

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puzzler2018
User Banned
Posted: 4th Feb 2019 21:12 Edited at: 4th Feb 2019 21:17
Awesome Chafari

Thank you both for your ongoing support and taking time on this...

Its very much appreciated indeed,

We can look into this too as another option.

Good work..
fubarpk
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Playing: AGK is my friend
Posted: 4th Feb 2019 22:17 Edited at: 4th Feb 2019 22:21
updated as a zip
http://users.tpg.com.au/subarpk/legoblocks.zip

now have there are blocks without cylinders there aswell (the same textures will work)

that should make it a little easier


@Chafari Great example
fubar
chafari
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Posted: 5th Feb 2019 12:30
@fubarpk Thanks mate ...this time your zip file works super ...Thanks.
I'm not a grumpy grandpa
fubarpk
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Posted: 5th Feb 2019 14:34
your welcome @chafari
fubar
Ortu
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Posted: 5th Feb 2019 17:38
Quote: "
Just on a adoc totally off question, how does the icon at the side of a thread work - its gone red already

Does it convert to red when

- Views past a certain point

- Posts past a certain point"


Im pretty sure it turns red at 50 posts
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
puzzler2018
User Banned
Posted: 5th Feb 2019 19:06
Thanks Ortu.


I have a had a go with AddObjectMeshFromMemblock and its not happening - Must admit, i had a go last year with this command and it was incredibly slow to build even the smallest of meshes and that probably why i have totally forgotten how to use it cause its not worth using for this style of app.

Im going to go back to my good ole faith full memblock structure and see what can do

fubarpk
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Posted: 5th Feb 2019 20:33
Quote: "I have a had a go with AddObjectMeshFromMemblock and its not happening"

You had a variation of this command I thought from memory which worked quite well
and they need to be some sort of mesh in the end for interaction otherwise your
writing an engine and not an app


fubar
puzzler2018
User Banned
Posted: 5th Feb 2019 21:23 Edited at: 5th Feb 2019 21:26
I do and its this little beast



It wll require the OBJ importer

Catch up soon with it implemented properly
fubarpk
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Posted: 5th Feb 2019 21:47
cool look forward to seeing what you can do with it


fubar
puzzler2018
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Posted: 5th Feb 2019 21:57
Cool - promise it will make the FPS from 30 ish (from the previous example code) to way above 200 FPS with this - 1 draw call to the GPU is better than hundreds of draw calls (individual AppGameKit objects per sync)
fubarpk
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Posted: 5th Feb 2019 22:12
sounds good.

The main issue I forsee is collisions
if the object created is a convexhull or similar it will work well ie a hill on a terrain will work well. but if for example you built
a tunnel etc agk's physics and collisions wont work proper with it being one object. Came across this issue many times. And unless
TGC creates a new collision type collisions wont behave proper I think what we need is concave collisions from the researching
i did when i looked into this. for that to work proper. The alternative still using agk backbone requires using compound shapes

But i think if it just added and removed blocks it will work well as one object until tunnelling is required, whch the way the collisions
work will not allow the player to walk through the tunnel.
fubar
puzzler2018
User Banned
Posted: 5th Feb 2019 22:14
I think we be good with collisions

I created a meshmemblock collisioning system

https://forum.thegamecreators.com/thread/223640

First post there gives the example of collisioning
puzzler2018
User Banned
Posted: 5th Feb 2019 22:16 Edited at: 5th Feb 2019 22:17
This uses a 6 surround object the player with a sensor in the dead centre of the camera - so if a ray breaks that beam between the 6 objects surrounding the camera and the sensor then just doesnt move in that direction no more
fubarpk
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Posted: 5th Feb 2019 22:17 Edited at: 5th Feb 2019 22:19
The hoops in carnival games is a good example as there was no collision shape that would allow a torus to drop over an object
hence why compound shapes had to be used

Edited: lol we was posting the same time
fubar
puzzler2018
User Banned
Posted: 5th Feb 2019 22:21 Edited at: 5th Feb 2019 22:24
Ill have to have a look closer at that one.

For FPS 200+ we have to try and get away from individual objects and work directly to memory

With smaller apps this is fine, but with much bigger world ventures then this memory thing is a must.

Apologies, but im into the bigger world stuff

and I think its important to learn all that likes to be in world app games too.

fubarpk
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Posted: 5th Feb 2019 22:33
here is an example showing what I meant with the collisions. doesn't matter what shapes you use
compound shapes was the only solution in this example



PS:a memblock collision system would be great and allow a player to move around in the world properly

fubar
puzzler2018
User Banned
Posted: 5th Feb 2019 22:36
Wow - thats an awesome example - i remember Plinko

I shall take a look at this carefully.

Cheers bud and well done for a very quick writeup on code to show the example nicely
fubarpk
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Posted: 5th Feb 2019 22:46 Edited at: 5th Feb 2019 22:47
Your welcome
It doesn't use a hollow cylinder but doesn't make any difference to the way it works if I do use one
as I have tried and still found it didn't make any difference to the way it works as a solid cylinder

Chafari may have a trick im unaware of, but with playing with the car game found they had to be
separate objects or parts
fubar
fubarpk
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Posted: 5th Feb 2019 22:54
I wonder how legocraft will perform with the Vulcan engine, most apps 20 to 30 percent improvement in speed
fubar
puzzler2018
User Banned
Posted: 5th Feb 2019 22:59 Edited at: 5th Feb 2019 23:00
Yeah - ill always try and programme this way - its the future. the new system maybe like make any caft word game is a doddl e lol

We shall see.
puzzler2018
User Banned
Posted: 6th Feb 2019 00:21
As long as i have control on my programming and the new system doesnt interefere
puzzler2018
User Banned
Posted: 6th Feb 2019 00:23
What would we all like to see shy people - 500 visits but only me, furbarpk and chafari posted - I cant see just 3 of us visting.

Anyone can post for ideas...dont be shy!
puzzler2018
User Banned
Posted: 6th Feb 2019 00:49
Hows this for a sky


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fubarpk
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Posted: 6th Feb 2019 03:54
I was having a play


Found there is a limit to the number of physics objects but atleast got the above working
fubar
puzzler2018
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Posted: 6th Feb 2019 07:09
Thanks. That looks good x I'll test more stuff tonight

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