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diedir

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Posts posted by diedir

  1. Well i am not a developer only a scripting guy from my work experience and

    i never feel confortable with C++ even if i tried sometimes to get in it, lua was new to me

    but its simplicity once avoided the "notalking" errors, was pretty convenient for my (bloated) style of scripting

    My UI is done, my core game too without a C++ line (except linked Dll from Rick to joystick)

    saving and loading data is easy too, six months of coding in lua was very pleasant.

     

    Not pretending it is well write or organize but functional and that is what i wanted.

    Lua responded great to my desire and surprisingly fast enough to forget it was script only.

    Concentrate now on modeling to populate what i call my game.

    Just my thought, hope to see your Sub or your tank moving soon Mike

  2. Wow Brent what a work story line behind you !

     

    I was reading you and thinking with all that background this guy is 60's old, but what no is 25 (near 26) !

    All my respects guy for your work experience, you seem so convinced and full of certainty, hope the road still remain so straight for you.

     

    Having not a so far background --15 years (despite my age) i am coming from what you call first "google" group, but since

    i think with experiences and time, i crossed some of group membranes.

     

    I made VBA procedures for my work, started in computer with a quizz game for fun and learning 15 years ago.

    not debugging much as : is it working ? ok it's good=> run

    The only great reward of my work now is knowing that what i did 12 years ago is still working and useful at this time.

    Now i am focusing on VBS for my company but still happy to see where i am and from where i came.

     

    My point is, don't try to put anyone in a cell of a chart of a group, people can grow up by themselves,

    as not anybody got the chance to make long studies, got great diplomas (some just need money to get)

    sure they will take a lot more time than you to achieve something.

    But i can't imagine a person doomed in a position that he don't overtake a day, or he is not interested in that domain.

     

    So whatever work you done and proud of it,

    don't forget that only the time will tell you, you was not so wrong (don't ever think you are right)

     

    sorry if i misunderstood your words (not native english), i never had a 25 years old teacher :(

  3. sorry for your loss Rick, i understand what pain it is when you worked hard in editor and have to do it again.

    i try to keep always a copy of my "sbx" as soon as i can if i made a lot of changes...

    strange thing though

  4. Hi all

    little wip rollercoaster demo

    as i spent time in algos for my wip race car game, i discovered some code from "The Masked Coder"

    which displays some Bsplines in a little demo, as i liked it, i made it in 3D with Leadwerks 2.5 in Lua.

    hope you like it

     

    here link :

     

    ps: sorry for lags due to camstudio

    got always 60fps without it

    note: no sound

  5. well i tried some changes without any luck, the second point is always avoided despite my efforts.

    i read your code but i am curious why you put :

    // Point it at the current target
        PointEntity(piv1,targetMesh[targetNumber],3,0.001);
    

    it appears to be the Z axis (3) targeted, wouldn't it be Y axis (2) ?

    anyway z or y none is accurate for me.

    not reacting as your video at all.

    I must dig it more and find why the steerangle don't apply well..

    thanks anyway for your time.

  6. Hi Pixel Perfect

     

    you are right on the division direction, i have said the opposite of what i did, ( edited my post).

    i think it is right to divide the distance by the angle, to retrieve needed angle at each distance.

     

    you are right too with that i aim a curved move from 2 points.(it works well on the first one then ... failed)

    i must think about clamping distance or angle below 1.0, perhaps good idea;

     

    For the pivot re-created every loop, naïvely i thought that it would re-use the first one as it is still "alive",

    but you are right, it is not very clever to recreate it anyway, that part of code don't really bother me.

     

    thanks for answering

  7. Hi all

     

    since a week i am stuck with my code not working as expected, i need a fresh look at what i am doing wrong.I am surely doing something wrong but i can't get it.Hope someone could help.

     

    Here the facts:

     

    i need to make a car to follow a path made by some given points.

    the car need to steer realisticaly (sorry for bad saying) so every loop,

    i put a pivot at car' place, then i point it to the given point to retrieve y angle

    then i divide the entitydistance from the car pivot to given point by this angle,

    and i steer my car by this result.

     

    example of my print log:

    (car rotation - pointrotation) = 12.03..

    mydistance = 43.17..

    so my sterrangle = -3.58....

     

    for this first point all run fine the car slowly move (with a given torque) to the given point smoothly but there i change the pivot to point the new given point and got:

     

    (car rotation - new pointrotation) = -20.54..

    new distance = 54.01

    steerangle = 2.62

     

    not so bad but the car don't react as wished, it run away nearly straight and don't point ever where i wanted.

    I tried a lot different thigs with no luck.

     

    here a part of my code which doing this.

    Hope someone here point my bad maths and that i can move on....

    thanks for reading

     

    local pivps = CreatePivot()
    PositionEntity(pivps,Vec3(pscx[bornai],1.0,pscz[bornai]))
    local hypdist = EntityDistance(chassai[1],pivps)
    local pivcarai = CreatePivot()
    PositionEntity(pivcarai,EntityPosition(chassai[1]))
    PointEntity(pivcarai,pivps,2,1.0)
    local Angrot = (EntityRotation(pivps).y - EntityRotation(pivcarai).y )
    
    if bornai < 3 then
     steerangleai[1] = -(hypdist/Angrot)
     steerangleai[1]=Clamp(steerangleai[1],-steerlimit,steerlimit)
     carai[1]:SetSteerAngle(steerangleai[1],0)
     carai[1]:SetSteerAngle(steerangleai[1],1)
    end
    

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