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Program Announcements / Zee-Physics V2.0

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Zotoaster
19
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Joined: 20th Dec 2004
Location: Scotland
Posted: 19th Feb 2006 02:23
That's right, I have completely restarted it. I guess when you start something again from scratch you miss out all the mistakes you made last time.

This is only one day of working on it, but is already better than the last version.

It may have less commands, but it has different ones too, this one supports simple collision (Thank you xMilk!) Not perfect yet, but works roughly.

I also thought I might make some new shape commands, I have already made a command to make a capsule

All the commands now Start with Z, like ZAddForce, just to make it unique

Oh, and this uses Sparky's collision DLL, just so you know, luckily it will be coming out on the next update, so everyone can use it


Here is the functions:



And a small demo:



And I'm sure the .INI file should be attached.


Happy Coding

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Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 19th Feb 2006 16:40
Cool

"Forgiveness is a good thing"
"Forgiveness is between them, and God. I set up the meeting"
-Man on Fire
Zotoaster
19
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Joined: 20th Dec 2004
Location: Scotland
Posted: 19th Feb 2006 19:51 Edited at: 19th Feb 2006 20:58
Thanks

A new thing I've been working on is my own custom vectors..
Not sure if this is exactly how vectors work, but I've made 3 commands so far (in the past 5 mins)

1: ZCreateVector(Vector)
2: ZPositionVector(Vector, x, Y, Z)
3: ZPosObjAtVector(Object, Vector)

1 - create a vector
2 - Position it
3 - Position object at that vector

very simple, jsut makes three arrays per vector - vecx(), vecy() and vecz() and the index is the vector number.


[edit]

Now, I am making joints, they're exactly the same as the vectors, instead they're called joints .. and you can't actually see them

Zotoaster
19
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Joined: 20th Dec 2004
Location: Scotland
Posted: 20th Feb 2006 00:20
I have updated the joint.

They rely on the position of an object.

(Newcomers, this may be useful)

If you want something to be at the side of an object, no matter when you turn or not, then all you have to do it:

ZPositionJoint(Joint Number, Object, X, Y, Z)

You put in the joint number (that will give you coords to attach your object to using ZPosObjAtJoint)

You put in how far out in each direction you want it to be, and it will stay there.

x1b
19
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Joined: 19th Sep 2004
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Posted: 21st Feb 2006 23:56
I wanted to implement vectors into my WIP to emulate velocity inc and dec for a running player character. start slow and build, then not just come to a screeching halt but slow down and stop.

Yes,you dont need vectors to do this but seems vectors would be less system intensive.

- Do it, Do it Right, Do it right after you hijack Van B's code
Zotoaster
19
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Joined: 20th Dec 2004
Location: Scotland
Posted: 23rd Feb 2006 20:37
Well, I just learned alot more about vectors now, so, I shall get started on updating them here..

Do you think I should reinvent the wheel just to make it more customised to make my own type of vectors, or just use the dbpro ones? I personally would like the challenge of making my own, but that's up to you guys.

x1b
19
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Posted: 24th Feb 2006 02:45
As long as its explained for the lamen,do whatever

- Do it, Do it Right, Do it right after you hijack Van B's code
Zotoaster
19
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Joined: 20th Dec 2004
Location: Scotland
Posted: 24th Feb 2006 21:24 Edited at: 24th Feb 2006 23:21
Ok, unpdated it, got rid of the stupid litle joints for now.

I have added 18 vector commands, all included here:




These commands are:
ZMakeVector2
ZMakeVector3
ZMakeVector4

ZSetVector2
ZSetVector3
ZSetVector4

ZAddVector2
ZAddVector3
ZAddVector4

ZSubVector2
ZSubVector3
ZSubVector4

ZXVector
ZYVector
ZZVector

ZVectorLength2
ZVectorLength3
ZVectorLength4



Here's the same demo now, with vectors added to calculate the speed:






[edit]

Dunno if anyone's interested, but I'm also adding some raycasting, which uses Sparky's collision dll, but again it's released in U6.0, so it's all good. The rays are numbered, so you can check for separete collisions whenever you want.

Chris Franklin
18
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Joined: 2nd Aug 2005
Location: UK
Posted: 25th Feb 2006 00:15
Zotoaster
19
Years of Service
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Joined: 20th Dec 2004
Location: Scotland
Posted: 26th Feb 2006 02:04
Large update,

Got rid of the collision for now, just while I fix other stuff..

The raycasting went fine till I had to find the points of the intersection, at first I thought it was pretty easy, but for some reason it wasn't, and I still need to muck around a bit more before I get the Y coords right...

anyway, here's a demo of what it was do:

Uses custom vectors to calculate the speed, my own raycasting (which shows a red circle where it intersects), and it shows the distance between you and the large object, using some little things I added used only for distances, I might make them use vectors, but that would mean I would have to make the user create the vectors first, which is quite impractical, so I'm a bit stuck


Demo:




Functions: (already added into demo)



And also I've included the updated keywords file, enjoy..

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