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Naughty Alien

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Everything posted by Naughty Alien

  1. ..im saying that 'First Steps' should be on the top, not almost last on the page..but if that makes sense for ya, then keep it up..im sure that people whos actually looking for first steps help, will find it rather messy like that..
  2. ..you can if you use other physics engine then provided one..then you could keep renderer totally isolated from what you do with your physics updates..
  3. ..yes, but he mentioned in his post that he need better accuracy than 1 mm, whats over 2 decimal places..im still wondering, what kind of application is that considering that for such precision, low poly modeling doesn't work anymore..on other side, poly count because of that, goes sky high..
  4. ..accuracy better than 1 mm ? For 3D objects ? Then i believe you using already wrong aplication (Editor) for such task. What kind of modelling you doing then, because for such precision, low poly optimizations doesnt fill the bill ? Im just very curious now after you mention about 1mm scale is not enough, because it seems like falling in to a mechanical engineering area, and im rather interested to hear what kind of aplication is that, if i may know (my background is CNC machine software programing/design, or better say, thats what I was doing before i started 3D games)..
  5. ..i suspect that Editor using metric system, and that means by having 2 decimals, precision is about 1 cm, what is MORE than enough..by having it up to 3-4 decimal places, tolerance goes at millimeters scale what really doesn't make any sense considering its a game and not scientific application..so, by saying this, I think your request is a bit..off..
  6. ..once you reach such level, or near it, whatever you call that level..you will not surf any language forum here in hope to find answer, but most probably you will be writing your own engine and be happy..fact is that, people whos using C++ or Bmax or C# or LUA, highly unlikely will swap their environment since they are familiar with it, achieving results with it and LE works with it, therefore, to have independent language threads sounds very logical to me..
  7. ..far as im concerned, whole this forum 'format' thing is not my business, so Ill just make few comments about it, from some sort of indifferent position toward actual topic as most of the time, Im just trying to follow my own posts in order to eventually respond quickly fast as i can..so having said that, from plain observer point of view, throwing all programming languages in to one 'can' looking like a 'fruit salad' because its all in there and at same time .. nothing.. I just look at tutorials and i noticed that thread about 'First Steps' is actually second from bottom of the page .. i mean.. 'First Steps' maaannn .. how that can be OK i have to figure out yet. Then look at asset store now (im checking that because of my lil lib, if someone ask something so i can quickly respond)..before, I could just go over Asset Store, pop up menu appear, and i just click on to tools and im there...now..I click on asset store, then whole parade of options came and again I have to click on left side on to tools to get what I want..hows that efficient, I dont know, but ok .. Bottom line is..it is always nice to see where you could go for given language of choice, in order to see eventual code of your interest..It is truth that syntax LE related is pretty much same, but NOT same rule apply on to language syntax where some game logic processing is done. Simple as it is. So, to sum it up..mixing it all up, in my observation, offering more confusion than benefits..not to mention that, following experience from previous situations, chances are that setup 'ok right now' will change..soo.. P.S. Locked/protected forums are not good idea in my opinion..it is nice to see how a live are product specific forums, from perspective of new user..just a tip..
  8. here ya go http://babek.info/libertybasicfiles/lbnews/nl130/proj3d.htm
  9. ..ill just repeat what most of folks already pointing out..dont mix up programming languages, if will cause mass hysteria soon or later..
  10. Since you using Bmax, I highly recommend to invest in to BLide + Bmax(you have it) + LE .. you will NOT regret it..
  11. ..mm..while that may be correct, such approach will never return shortest path, and it will be rather difficult to control alternate routes, in case you have many characters and path you loking for by trying to go left-right is simply..stuck..also, this will work in any shape/complexity of level, and I decided to go with this sort of level for tutorials because its easier to follow, but it will work just same no matter how complex is level.. anyway, you will see in next tutorial where some form of labyrinth is involved and elevated path surface.
  12. ..today I was able to get triangular irregular mesh generator works..there is still small bug, during initialization so triangles at point from where everything is builted, somehow gets stuck to ground..ill fix that later..this is pictures of progress so far..its a bit slow (18-20fps) since no optimization of any kind is applied yet, however, it works. Next step is to update it in such way that it can be used not only for planar generation, but spherical, world like, so system can be used for planets creation/infinite terrains.I have glued map I used as a source for generation and it seems rather accurate for first attempt..you must love quads.. ..I hope you like it...
  13. ..this is very nice..it will be even nicer if goes a lil bit down to SM3..
  14. ..tested this with Bmax, few months back..it works..its not fast as they claim (or my code sucks), but its fast enough..far too overpriced..pretty everything can be done in naked Bmax..
  15. ..small companies who succeed, usually turn to be a big companies, and hardly remain 'small'..sure they are exceptions to the rule, but im pretty sure, its serious minority..
  16. Naughty Alien

    Android Progress

    ..oh..this is rather interesting..
  17. ..thanks YouGroove .. it will help to hear actually what people would like to have as tutorials, rather than me mocking around by guessing what would be good to have..
  18. Now im going to show how actual things working. My descriptions will be supported by images taken from example im about to show, as well as whole media, source code and binary included, so you can try yourself. So, lets get started. After library is initialized, next step is to create both, search engine and navigation world, as you can see on pic bellow. After that, if you compile your proggy, it will not be much visible..and you should be able to see image like this. That looks nice, but we still cant see anything related to our pathfinding. So, just to warm up things a bit, lets create small functions called create_markers() and update_markers(), what will create and draw all available navigation nodes our search engine knows about. Details about each added function Ill not describe here as they are all included in source, so ill just say what they do. Now, our code at initial stage should look like this : Now, if we run our proggy again, we should be able to see all searchable nodes exist, as its shown on pic below. This is something B) . Now we see our all nodes we can search for best path. I want to notice that, this particular example is very nice example of very ugly setup for navigation mesh. Reason for that is unnecessary amount of search nodes as plenty of surfaces can be literally connected just with very few nodes actually, especially straight parts of level, without any obstacles. Basically this navigation grid has over 2000 nodes while whole thing can be done with very few (200-300 hundreds max). So, pay attention on way you create your navigation mesh. Now. lets do something more solid. Lets actually search some paths, shall we? In order to do that, Ill create few more functions, just to make things very easy to deal with. Additional functions are: pick_start() pick_end() distance() create_path_markers() delete_path_markers() Thats it. Functions are obviously, self explanatory, but ill still just make small note about their purpose. pick_start() is function what will set up our search start position. Its done by moving mouse over level and hitting LEFT MOUSE BUTTON. After that, you will be able to see green color marker used to show start location. pick_end() is function what will set up our search destination position. Its done by moving mouse over level and hitting RIGHT MOUSE BUTTON. After that, you will be able to see red color marker used to show destination location. distance() is function what will return distance between two Vec3 . Simple as it is. create_path_markers() function will create markers, but this time, markers assigned to our result path, so we can actually see how our path look like. delete_path_markers() function will delete existing path markers before new path is calculated so we can see updated path. So, after adding this, our code should look like this: So far so good...so lets just test it. Lets determine further distance on this level (diagonal distance). Left mouse click at one diagonal corner, and then right click on opposite one. After that, just hit enter and violaaaa..our path is in fron of our eyes and it should look like this: Niiiceee and fast.. Actual path search is done inside If-Then block i forgot to show, but its all inside source code so you can see yourself. Its very easy and simple. I hope you enjoyed this basics of AI. Next lesson is about steering basics. Stay tuned, and please, let me know if there is any particular area, you are actually interested to hear so i can make much better and useful lessons. Cya.. Download Linky and note: You have to copy your Shaders folder in order to compile and run exe. Its compiled against 2.3x, but it should work with any version. http://www.mediafire.com/?4nh4go346ecabmf EDIT: As i mentioned , current EXE provided, is compiled against 2.3x, and source code is from that version. Curtesy of Mac, here is updated version of source file, since one i have posted, clashing with newest versions of LE. Its not about AI library but Newton.DLL and way LE is initialized (doesnt work on new LE versions as it is on source i have provided). Here is linky for new source file, thanks to Mac . linky: http://www.mediafire.com/?o1nvgh6nao866vr
  19. After initial release of Pathfind Library, I have decided to post few various lessons, covering most fundamental use of library, so people could have easier approach to a whole thing of AI. In order to do that I started this blog where im going to upload every lesson im about to do in future. I think its not good idea to clog Asset store tools area with tutorials. Let me know what you think.
  20. ..yes, Ill supply all data in next tutorial..i forgot my files in the office ... tomorrow ill update working example, with source and media with all commands commented..so lib is there to download.. Lite version doesnt create for you nav mesh so, user need to provide that mesh, but i believe its really minor thing considering that its extraction from already existing level..
  21. File Name: NAUGHTY_AI.ZIP File Submitter: Naughty Alien File Submitted: 24 Nov 2011 File Updated: 29 Nov 2011 File Category: Tools ..updated AI library available Click here to download this file
  22. ..first you create your object, then do this as you see on pic then right click on to object and do this ..and for export use this exporter ..this will do..(i havent show applying smoothing groups, since if you didnt do any mesh cut offs, it should be ok)..
  23. ..your smoothing groups in 3dsmax wasnt proper and you MUST convert your objects in to EDITABLE MESHES, before export from 3dsmax..once you finish work in 3dsmax simply export it as a FBX. Use FBX 2010 exporter as it works like a charm..then simply drag your FBX file over FBX2GMF converter and its done
  24. first of all, if you really wanna use Bmax with LE then correct way is Blide+Bmax+LE, then start talking about it...you cant simply compare VS ide developed for a years, with simplicity of default Bmax ide..so, use something what will do and thats Blide, if you really wanna use Bmax.. ..I mean, are you joking or what ? Have you even setup or try to setup your MinGW compiler .. if there is something kool about Bmax, its fast compilation time...few secs...dont tell me about VS and C++ compilation time because if ther eis something whats taking time to compile, thats C++ (except of course 'Hello world' code) ..it seems that you complaining about things you didnt learn properly, things what are done automagically in Blide IDE for Bmax and things you refuse to accept..for instance, how difficult is to use " ' " for commenting out instead of this "//" ?? Is that really so hard so it has to be thing to complain about ?? And Function - Method issue ... i mean.. no comment because if it took 1 hour for you to realize what is what, without even just looking basic help file where such thing is clearly explained with example, then .. facepalm..
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