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smashthewindow

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Posts posted by smashthewindow

  1. http://stackoverflow...-for-a-database

     

    The entire this is interesting to read, but look at the very last question. The thing that stands out the most about the last post is that the programmer doesn't know if the way he was parsing XML was the fastest way or not. The nice thing with using SQLite is that the file I/O is done for you in the fastest way it could be so you don't have to care about that stuff. There are lots of good points about both but I would ask is speed really that big of an issue? If reading your data from XML took 2 seconds vs say 2.3 via SQLite, will that sell you on using XML? I feel SQLite's benefits are far more than XML's for game data, but I know SQL. If you don't know SQL you might not see it that way. As some in that post have pointed out (correct in a sense), XML is basically designed to transfer data between systems in a uniform way.

     

    TinyXML is pretty mature & stable, and the only place where I have to save to an external file is settings & animations (since my game doesn't even have save), so I'll still to XML for now.

    When I work on something more complex, I guess I have to option but to learn SQL. ;)

  2. Stored in SQLite. Read in when loading the scene which creates a class instance for that model and looped through adding Animation instances to a map for each animation.

     

    is there a significant speed difference or advantage between saving it as SQLite database and XML file?

  3. Just curious, how are everyone managing their animations system?

    I don't want a bunch of big enums or defines in code, so I'm thinking of creating a separate XML file to save the animation info there. (Or I might just save them as entity keys and cast them...)

    How are everyone managing animations?

  4. I played splinter cell conviction yesterday, and started working on a code solution for an environmental HUD.

    I eventually gave up, but tried something similar for my main menu only.

    3D Main Menu GUI:

    http://www.youtube.com/watch?v=j1bTGBlLeNo&feature=youtu.be

     

    You might wanna skip a minute or so to see menu selection.

     

    P.S: Does anyone know how I could get strong lightning as shown on my first video? That was when I didn't have a ceiling on my room... Now it's blocking the directional light...

  5.  

    The physics system does not necessarily get updated every frame. It gets updated 60 times per second, and entity matrices are interpolated between the last two frames of data calculated, to make everything smooth.

     

    Thank you, I've been thinking that's what happens but it clears a lot for me :)

  6. I've been trying to create the controller class in Leadwerks to C++.

    The frequency of collision callback getting called seems to be random - in some frames they are called once, in some frame several times.

    So say that I have a boolean function that is set to true on collision callback function, and I do my jump if the boolean is set to true.

    I'm not sure where I should be setting that boolean to false, beginning of every frame gives me false-positives.

    Anyone shed some light on this?

  7. I believe that is intended. But maybe what you can do, is pull a distance check from the entity that your ball collided with, and if its 0 assume the collision is still happening. ?

    How would you check the distance check from the surface of a sphere?

    I can only think of distance check from the sphere's center.

     

    EDIT: Oh wait, EntityDistance()... will give that a go

    EDIT2: EntityDistance( _ball, _ground ) is never returning 0... some value like 3.65 . Am I doing this right? This is insanely frustrating.

  8. I have a big problem.

    I need to call collision callback function every frame whenever a model is in contact with the ground.

    However, whenever the body is inactive (or not-moving) the callback doesn't seem to get called.

    Let me show you what I mean.

     

    normalr.png

    Now notice the UpdateCollision() function being called & the ball behind it being active (or moving) and shown in green in physics debug mode.

     

    errortl.png

    However, if you see the picture above, the function does not get called (should be called between PreUpdate() and PostUpdate()) when the ball in inactive. The ball is shown in red in debug mode.

     

    Now is this normal or is it just a bug?

    This functionality takes up a crucial part of the my game, and I can't find any other solution.

     

    Thanks for taking interest.

  9. Thanks I worte that:

     

    CEGUI::System::getSingleton().injectMousePosition(MouseX(), MouseY());
    	if(MouseHit(1))
    	{
    	    CEGUI::System::getSingleton().injectMouseButtonClick(CEGUI::MouseButton::LeftButton);
    	}
    	else if(MouseHit(2))
    	{
    		CEGUI::System::getSingleton().injectMouseButtonClick(CEGUI::MouseButton::RightButton);
    	}
    	else
    	{
    		CEGUI::System::getSingleton().injectMouseButtonClick(CEGUI::MouseButton::NoButton);
    	}

     

    But it doesn't work :)

    Why?

     

    MouseHit() returns true or false based on if Mouse was pressed since the last hit function was called. (From wiki, "Holding the tested button down does not return true, as it is only true if the button has been released and pressed again.".) You'll be injecting every frame, so I think you should use MouseDown().

  10. This just looks soooo great. Reminds me of Marble Madness from the Amiga times. Great looking and just a great game idea.

     

    Thank you.

     

    That might actually be an option by this summer. Stay in touch.

    Very happy to hear that.

     

    If a collision occurred with the ground the last frame, it's on the ground. A ground collision is any collision with a Y component of the collision normal greater than some number...something like this (in degrees, not radians):

    slope = 90.0-ASin(normal.y)

     

    Of course the collision normal could be reversed, so check if the collision occurs above or below the center of your marble.

    That's what I was initially going to do but the collision callback doesn't seem to be called when the entity isn't in motion, I cannot check if the ball isn't moving at all. I'll look into this more.

    I tried renewing the counter (i use simple boolean to check) at matrix callback, but that gives me some true-negatives (?) (returns false every 3rd frame... of course when on ground)

     

    EDIIT: Found the problem. If the geometry was created off 3DWS, then it's static geometry and doesn't call callback function continuously. Damn that's a disappointment.

  11. How was your experience with CEGUI?

     

    Love the video.

     

    Thanks. and terrible.

    First I wasted some time trying to debug and event handling linking error, found out that I was linking release mode libraries in debug mode.

    Second the texts keep coming cracked up, but found a quick patch to this.

    Also I couldn't get the CEGUI animations system working, so I had to hard-code my own.

    I'll move to this when it's complete.

     

    this looks prime for deployment on one of the mobile devices...

     

    one lil critique... tone down the bloom just a lil...

     

    --Mike

     

    I'll be moving to mobile as soon as Leadwerks engine 3 is released. (And also after considering the performance of the device...)

    I'm adding an option for the rate of bloom, so people can adjust as they want. ;)

     

    Are you in California?

     

    No, but my parents are willing to pay for my flight and stay over there during school break. :D (I sent you an email before about this... got no reply though.)

    And also, one more question, how does ControllerAirborne() function work?

    I need something similar for my ball (which is a model) with collision detection, but it's not working that well.

    My last option is to create a controller and move it along with the ball every frame, but that's like the ugliest solution possible.

     

    I like it too :) reminds me of "toy story". You will work for pixar studios someday ;)

     

    Your camera movements are also perfect, very cinematographic. I did not work on collision detection for camera yet. You use raycasts to detect walls ?

     

    In the video it shows raycast, but currently I'm trying collision detection (since I don't have any "mesh only" entities).

    Raycast seems to show problems of getting stuck in walls at certain angles.

    Basically, you set up a long enough cylinder body from the ball to the ideal camera position pivot and check your collision callback to find where your camera should be.

  12. I love the artwork on this, very nice indeed!

     

    Thank you! Since I just fail at drawing concept art, the level design is basically just a 3D design of my room (I'll upload a photo later :D ).

  13. My point is that the real behavior people carry out will be to not make installers with the VC2010 redistrib built in.

     

    You have no idea how many people email me asking why their Leadwerks project won't run on their secretary's / grandma's / son's computer.

     

    Rename VS redistrib package, OpenAL, game's exe to 1.exe, 2.exe, 3.exe accordingly

    zip & distribute

    in readme we can tell them to click 1,2,3 in order. :D

  14. ..positions should be stored in similar fashion..long as direction vector is not changed, motion is in function of time you recording already..once direction vector is changed, you have to save it with new time start, until its changed again..on that way you will end up with rather small file size and it will be rather easy to reconstruct everything from this very few parameters..

    Ok, I can give that a try.

    Thanks for the reply.

  15. ..this can be done rather easy actually..only thing you have to save is time related to certain animation, first frame of that animation at the moment capture started, and time when animation changed to some other animation/corresponding frame..this data should be enough to be able to recreate complete and 100% identical events during gameplay and its not heavy at all as you capturing only changing states at specific time...this also considering that you controling your animations per frame/time and not as it is by default in LE.

    And how are you recording entity positions?

  16. updaterl.jpg

     

    It's a game that I've been working on for the past three months.

    I'm basically a hobby-game designer, and high school schedule is a little tight on me, so it takes more time for me to finish stuff.

    I am still working on gameplay (I need better collision detection for the camera) but I'm pretty happy with what I have so far.

     

    Coded in C++ & Lua,

    Using libraries Leadwerks, TinyXML, CEGUI, Boost,

    Using softwares Blender, 3D World Studio, GIMP, 3DS Max.

     

    (Oh yeah, no traps or obstacles set in the video... yet ;) Still working on programming)

     

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