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Alienhead

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Blog Comments posted by Alienhead

  1.  

     I had a guy in the Ultra discord server ask me how to do parkour after I showed a video.. While it's really not a technique to explain over discord, I told him I would post a video and a short description on how I went about doing it. I'm certain there are other methods but I really wanted preformat over drop-dead accuracy. 

    In the video, I attached 2 cubes to the parkour solvers as to better show what's happening behind closed doors. The light blue, or cyan cube is the 'collector' and the purple or magenta, cube is the 'feeler'. 

    What happens here is the feeler tests the area around the player at different update frequencies, it then reports back data to the collector. The collector then decides which data is relevant based off the players location and angle.

    Once the 'useable' data is determined, it is sent to the player controller where, based off user configurable settings, it is interpolated into an action (hurdling over a box for example).

    You'll have to pay close attention to see the feeler and the collector in action, the cubes hardly show everything they are doing but at least you'll get an idea. 

    Most geometry sensor systems use up to 14 feelers, while that makes for a very realistic simulation I find it not so practical for game use. I originally was going to use just 'a one pass sample' of the geometry around the player for speed purposes but I found I couldn't do everything I wanted to do with that system. So after reading up on the process I went with a 2 sensor system at little to NO cost on performance. Now that the system is in place I can do a lot more with it rather than just simple vaulting ( as this video demonstrates ), so over the next few months you'll probably see a lot more stuff in my videos based off this system and you won't even know it!  Wall runs is on the horizon !

    One thing to keep in mind, the map is not staged in any way, this is straight csg brushes made with Ultra editor and dropped into the scene. The system is completely dynamic so there's no extra map configuring required (which is a major plus in my book). I cannot wait until I have time to build a real map with texturing and imported mesh, that's when this system will truly shine I believe, and yes. the system will work with imported geometry. 

    Thanks to Ultra Engine for making this possible!  ( and Josh with his emergency bug fixes and API additions. :)).

     

     

     

  2.  

    Back in the saddle after a little delay with squaring away UltraEngine ( thanks Josh for the help ).

    This update features a new Bolt-On component: ROPES !

    Ropes are another means of climbing or gaining height on your play maps. The setup process could not be any easier.  
    You simple create a Empty game object on your play map and Position it where you want a rope to hang. Then attach the uagc:Rope
    component to it and define your height and segments!

    The Controller builds the rope meshes on map load and the player controller interacts with any rope module it comes into contact
    with. How's that for easy setup? :)


    image.thumb.jpeg.0797bb1cb79adb650acbb1e3e936c22e.jpeg

    Features and Info on ropes:

    • Ropes can be of any size, length or thickness
    • Physics based rope segments
    • Player can enter ropes from any location 
    • Player can exit ropes from any location.
    • Player can exit rope and enter new ropes or other objects on the map.
    • Definable rope speed for climbing and descending.
    • New animation sequences added for rope climbing bringing the total to 63 animation seqs.
    • AI enemy modules mapped out for rope climbing, yes those pesky mobs will be able to traverse by rope. 
    • Rope strength and weakness settings, give the player something to worry about! weak rope!
    • Rope sounds for climbing and strength of Rope coming soon ( waiting on more Ultra fixes )
    • Event command can be sent to any rope to break it apart in mid or idle! Think of the possibilities. 

    And a short demonstration with Ropes:

    I'm thinking about starting weapons next, at least get the foundation started for Range weapons ( rifles, machineguns etc.. ) then move on to melee, magic and unarmed.

    More later !

     

    • Like 2
  3.  

    Still Alpha 2 - 

    I'm back with a new addition to the UAGC,  Ladders!
    This is the first bolt-on module created for UAGC so there was additional time needed to layout the system that will be used for many future bolt-on modules.

    This module is a part of the UAGC baseline package.

    Usage: The asset comes with 3 prefab ladders, they are very basic but dropping a prefab unto the map will allow you to change out the ladder mesh to your liking, just swap the prefab mesh with your desired mesh, or use the bolt-on ladders - it really don't matter.  The prefab's are preconfigured so placing one on the map the Controller will automatically interact with it. Nothing to code or do on your side but to design your play map.

    Features :

    • 3 completely ready to use prefab ladders, small - med. - large. 
    • Ability to customize ladder mesh to your liking.
    • Customizable up and down ladder speed for simulations to arcade style play.
    • Unlimited amount if ladders can be on a single map, including overlaps and  360 directional angles.
    • Ladders aren't bound to a straight up down placement, rotate them anyway you see fit.
    • Ladders are automatic, run the player into the ladder and he will automatically adapt to it ( no pressing USE or anything like most controllers.)
    • Ladder climbing can be aborted but jumping off the ladder anytime you like.
    • Pressing a directional key while jumping off a ladder will result in a jump in that direction from the ladder ( great for platformers ) .
    • Ladders are automatically dismounted when reaching the top or climbing down to the bottom.
    • Ladders can be of any size ( height ).
    • Head tracking works on ladders! If there's nothing to track then the character will adjust his head to looking in an up or downward angle depending on the direction being traveled. 
    • Ladders support nav-mesh. ( later AI modules will be created to traverse enemies up and down ladders easily.
    • Ladders don't have to be entered from the top or bottom only, jumping on any portion of the ladder mesh will force the controller to react.
    • Numerous sync'd animations make up the motion needed to make ladder climbing seem more authentic. 
    • Configurable up and down climb speeds as well as animations speeds.
    • Configurable start climbing delay, for that fine touch. :)
    • Toggleable 'use run key' while on ladders ( for additional climb speeds ) 
    • Always RUN feature now works with ladder fast speed.

    Other Bolt-On modules planned - Mounts, riding, swimming, underwater swimming, diving, hang gliding, rock climbing, rope climbing, ledge and cliff hanging and a few more I'm thinking about but not decided on just yet.

     

     

     

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