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Rekindled Phoenix

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Everything posted by Rekindled Phoenix

  1. I was recently discussing with co-workers of a simplified RSA / AES method. The custom built networking classes at my work use this system. Client and Server exchange either public and/or private keys for encrypting the data sent across. Something to keep the transferred data safe among LE servers would be important. Is this something that will be an viable option, or just a hassle to add into the LE Networking methods? I'm cautious about who is syncing the data/objects between client and server, or is this just a paranoid oversight? (As you can tell I'm really excited for the new networking code that will be introduced into the future versions of LE.) B)
  2. I didn't even know it was there! I was going back to the original Wiki for all of the resources. lol
  3. @Rick I agree with you, NavMesh is a quick way of doing things for all games. If you utilized my method and pre-calculated all of the data, it would be the equivalent of a navmesh without any hand placed nodes. I was just happy to share my solution to the rest of the community. @Pixel My AI follows a collection of vectors. That way if I ever need to I can swap to another method.
  4. I agree, the undo feature is definitely needed. As other have said, one or two levels is perfectly okay. Also, the autosave should not override your current SBX, but save in addition to it. The autosave is a backup, and the user should have free reign on when to save their own files. Too bad it's not .Net otherwise I'd recommend using reflection and just calling the reverse commands to the app itself. It would also make it easy to store the collection into a file by catching any unhandled exception at the application level in case of a crash. How would you do the same in c++? I just hope that no one ever writes an IDE that saves hundreds of files to my hard drive just for the purpose of undo. May the Programming Gods smite thee for saying such blasphemy.
  5. I wouldn't know why they wouldn't work like normal rocks. I thought LE's vegetation worked with all GMF models. Anyone have any suggestions?
  6. The most optimum setting would be for a collection hash values (start / end) to be stored for future lookup. Pre-caching the values in a map also works in comparison to my on-the-fly method. Instantaneously for 50 LE Units. I don't need anything past what my camera can see so I haven't tried. Actually, Fallout 3 and Unreal do. Those aren't necessarily the latest and greatest, but they are still popular in gaming communities. This problem can easily be solved by placing collision data keys on certain objects. If a loop returns a collision key of 'stairs', the algorithm I'm using can be tweaked to adjust height. Changing the radius of the circular checks allows small rooms and narrow passageways to be searched. When an entity exists over a far distance, the radius increases dramatically to save node data. Exactly! This was a similar approach I used to avoid the rocks in the picture. Each avoided model is stored with a minimum node radius in a collection.
  7. I had a challenge last week for this game project. Allow an NPC to come up with a quick way to navigate to a particular place, even if the environment around him is dynamic. Some high-budget games use static node path meshes, which must be a final step in production for each map. I wanted a different approach that didn't require a web of objects hand placed into the world. I decided to create my own rotational node path collection. MS Paint FTW! On a pivot, a box would rotate several degrees and create a collection of distances from the target. After the closest one is found, it adds this entity to a PathCollection(), then moves the pivot to this new closer spot. An NPC migrating from left to right while avoiding rocks The cycle repeats itself until the radius is close enough to the target. I used a collection of Entities storing a minimum avoidance radius, and calculated terrain slope to manage where NPCs can actually travel. Changing the rotating radius and amount of degrees for each iteration can be used to create a low-density path compared to my example. Such modifications may increase performance in different settings. The best part about this approach is you can store these paths in memory, removing the data as necessary. It also doesn't need to load any additional data with the scene file, it's created on-the-fly.
  8. This is a wonderful addition to LE. I'm very pleased with the amount of effort you put into keeping the engine as optimized as possible. Thank you Josh.
  9. I have one thread that creates a collection of bodies and I wanted to instantaneously determine which of them are not colliding with a particular entity type. I guess I could use an asynchronous delegate or call a pick to see if an entity is visible instead. I do agree with Josh's reason for removing the method call though. Thanks Rick
  10. The callback won't work in my situation. I'd have to catch separate threads in order to detect the collisions. Josh why'd you remove the function?
  11. Looks similar to the demo from this site: Aquatica Engine
  12. Is there an LE API function, preferably a boolean, whether or not a body is currently colliding with a specific type at a moment in time? I'm creating a disposable object and I want an instant response instead of waiting for the delegate / event / callback to fire.
  13. Great modeling / texturing. Good to have someone with your skills in the LE community
  14. Wow that's an awesome model. Keep up the great work
  15. *falls to knees* Noooooooooooooooooooo!! Just kidding. Take your time Ubu. Until then I'll try to use the old C# Wrapper picks and callbacks. I couldn't get them to work two months ago, but maybe I'll have some luck with more .Net code in place.
  16. Apparently the smaller the object, the more force you have to apply. I didn't see my objects moving, and thought I wasn't calling the functions correctly. Problem solved.
  17. I'm having trouble adding force to my bodies. Can someone verify that these functions work in the C# Headers? WeaponCubeBody.Force = New Vector3(1, 20, 0) Core.AddBodyForce(WeaponCubeBody.Pointer, New Single() {1, 20, 0}, 0)
  18. Works for me! I am so buying 2.3 as soon as I can. OMG I love the Billboarding example!! This looks so professional.
  19. An idea that no one has tried: playing hundreds of video games on a remote networked computer. I don't really see the benefit of not owning / downloading games besides the installation. For some reason I like the 'tangible' bytes on my hard drive in case my internet dies. If I pay for a service, I like to keep my games. I think they'll make a moderate profit, but the idea just sounds too good to be true if multi-player games already have lag. I can't wait for your updated Network though!
  20. No Problem Ubu. Online last night I was thinking to myself, "What does he mean by 'not useful'??" Haha.
  21. Ubu, I was commenting on what Laurens had said earlier.
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