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Ywa

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Posts posted by Ywa

  1. I'm working with the vehicle class too, and I'm wondering how you prevent the monster trucks from flipping over when they make a tight corner (what settings etc.).

     

    The A.I. looks promising so far. :(

  2. The whole problem is that I don't want to call it. I just did it an attempt to work-around the problem.

     

    It's simple. I want to simulate the movement the client calculates. I decided to use a controller on the server too because they have the same shape then. If I give the server an oildrum physics file and the client the real controller, there's no possibility it would ever work properly, unless their physics collisions are the same.

     

    I better just stick to this question now: Is there a way to give the controller physics shape to a non-controller entity?

  3. Well, when I sync props/phys-objects using the same way (pos, rotation, velocity, omega) things are very smooth. And I didn't mean network lag anyways. What I meant was it seems the player was slowing down on the server (and thus other clients too).

     

    In the past I used a simple barrel as player-model (and only used the controller @ the local player). And everything was perfect, because there was no controller at server + other controllers screwing things up.

  4. ..all transformations and way they suppose to behave (smooth turning, etc etc), regarding controller, should be done before actual UpdateController call..

    I'm setting the position, rotation, velocity and omega before calling it. But it seems to slow it down because UpdateController is called with 0 speed.

  5. Hi everyone,

     

    I was wondering. What's the best way to fully control a controller entity?

     

    My current server is like this (multiplayer environment):

    Client A walks arounds the map and utilizes the UpdateController function. Every 10 frames, the position, rotation, velocity and omega are read out and send to the server. Which also has a controller (without updating) and sets the 4 vectors.

     

    However, the problem is that when I read out the rotation values every frame. If in the same frame the 4 vectors are set on the server (by the networking), the values are correct (makes sense), however, when reading out the values when not being set, they always return something between -1 and 0 (usually 0).

     

    I tried to store the Y-angle/rotation in a separate variable (on the server) and call this every frame (no movement):

    UpdateController(self.Entity,fControllerAngleY,0.0,0.0,0,40,1,0);

     

    It does fix the 0-rotation problem, however, things are not smooth at all.

     

    So is there a way to simulate the velocity, rotation etc. Without actually calling UpdateController?

     

    Thanks in advance.

  6. Edit: Solved. I was so stupid for not calling the SetLookAtPoint function. Thanks guys! :)

     

    I must be doing something wrong. I have this code in my SetLookAtPoint function.

     

    
    procedure CCamera.SetLookAtPoint( vecLookAtPos : TVec3D );
    var
     vPivot : TPivot;
    begin
     //Hacky method (TODO: Make less hacky)
     vPivot := CreatePivot();
     PositionEntity(vPivot,vecLookAtPos);
     PointEntity(self.Entity,vPivot,3,1.0,0.0);
     FreeEntity(vPivot);
    end;

    self.Entity is the camera entity

     

    The camera doesn't seem to rotate.

  7. Hi everyone,

     

    I've been trying to get a simple camera look at point function working, but I ended up rewriting it 20 times or so. While it's a relatively easy-to-write function.

     

    The problem is simple. I have my camera position, and a 3D point to look at. How do I calculate the rotation/angles for the camera? It would be awesome if someone could write an example function (in C++ or any other language), any help is welcome though.

     

    Thanks in advance.

     

    - Ywa

  8. What's with the people that claim stuff as their owns while they made it during work hours..? It's like working on a commercial game, and then afterwards leak the parts of code you worked on for that company.

  9. do you plan to make realistic cars or more fun cars like wacky races ?

    I'm doubting if I should continue the project at all. I might focus more on minigames like this one (and bundle them or so). Takes less time to make.

     

    Glad you like it @ Aily. ;)

  10. I expected better scores! You guys can do better!

     

    How is your race game going ?

    Working on it when I'm in the mood. The pre-pre-pre-Alpha is available here: http://projects.limetric.com/projects/rm-bin/wiki

     

     

    Escape didn't exit the game for me though. I tried spamming every key but must not have found the right one. Had to ctl-alt-del.

    Alt+F4 does the job. I didn't bother adding a decent Quit thing yet.

     

    I think I found a way to sort of cheat. When I pressed ` to bring up console I felt like I wasn't getting pushed around as hard and could last longer.

    I believe there's a cvar somewhere that makes it easy to cheat. Only enabling the console shouldn't make a difference.

  11. What is it?

    A small minigame I worked on a while ago. Published it at some other website, but I never bothered to do so here.

     

    Technical specs

    • Coded in Delphi (Object Pascal)
    • Custom libraries in C++ (FreeType text etc.)
    • Minigame itself was coded in a day. The framework/base code was already available at that time and is part of months of work (and can do far more than shown here).

     

    Requirements to play

    Decent videocard ( NVidia Shader Model 3.0 GPU or ATI/AMD Shader Model 4.0 graphics card (NVidia GEForce 6600, ATI Radeon 3000) ).

    OpenAL and MSVC++ redist need to be installed. Both of these packages are included in the extra folder! (install them if you have startup errors).

     

    Download

    Version 0.1.0.0 (28th August 2011)

     

    Post scores! ;)

    • Upvote 1
  12. Well you act a bit strange at times. Like your promotion for Fortran2008 (which ended up being your own language or something like that) and SDL.

     

    For example, a few months ago when someone asked what network library to use. You said Raknet doesn't work well for MMORPGs and SDL was way better. While you didn't had any argument to prove you were right. Raknet is used in many freeware and commercial products, for a reason.

     

    The same thing happened with the recent status-update discussion we were having. I don't remember exactly what you said. But it was something about bashing consoles, with no reason or any argument.

     

    You seem like a quite good coder. And don't screw it up for yourself or others by forcing your own opinion to others. If you want to convince others, look at the facts and/or come with good arguments.

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