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Pixel Perfect

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Posts posted by Pixel Perfect

  1. Sounds like possibly something is grabbing the input before the application does. I had a similar problem when I first installed Win 7 and it drove me crazy for a while, Ctrl and Mouse Clicks wouldn't work in Sandbox or in the UDK Terrain Editor. Turned out to be the copy of Comodo firewall I'll installed. Got rid of that and it all came back to life. Have you installed anything similar recently or have anything using 'hotkey' configurations? It's a long shot I know but thought I'd mention it.

  2. I took a look at this seeing that you have had no replies and I cannot reproduce any of the problems you've highlighted above, it all works ok on my Windows 7 installation. The only issue I see is a 'wrong thread' warning as I close the application down, which has been there since I first installed it.

     

    I'm wondering if this is somehow a graphics driver related issue?

  3. Yes, the pick data is returned in a TPick structure as shown below:

     

    Struct TPick
    {
    TEntity entity;
    TEntity surface;
    flt X, Y, Z;
    flt NX, NY, NZ;
    int  triangle;
    };
    

     

    The X,Y,Z co-ordinates give the pick point and the NX,NY,NZ co-ordinates the normals

     

    [EDIT] Chris was quicker off the mark wink.gif

  4. Looking very nice ... its come on a lot since I saw it last ... great work!

     

    Any way to embed youtube videos here?

    Yep, dead easy, just click on Insert Media and post your YouTube url. It auto loads a YouTube player for you. Works fine in posts, just doesn't work for some reason in the Gallery.

  5. the biggest problem i can see here is the players perspective on self. the fov of the world is fine, but the players hands and gun are stretched horribly. would it be feasable to either squish the player models in depth, or render them seperately and overlay them to get a nicer balance of fov for the game, and view of player?

    I agree, I am aware I need to do something about this, at the very least pull the models in towards the player somewhat and review it again but that's a good suggestion regarding using an overlay to allow for some seperate control. Thanks for the input.

  6. Thanks for the positive comments Aggror and Andy :(

     

    would love to see some interaction with them characters!

    It's coming Andy .... it's coming. I won't be releasing anything now till I get combat up and running but that's next on the list wink.gif

  7. Thanks JC and ZeroByte for the comments too. The birds took a little while to get right but do add to the sense of realism I think. I can now add them to any scene in any numbers and just set a flight radius and they will randomly fly around interspersed with short glides within that area.

  8. The acceleration of bodies due to gravity is uneffected by their mass and in a vacuum the velocity of a light and a heavy body affected by the same gravitational force would always be the same for either body at any given point in time. In the real world air resistance etc has a dampening effect on bodies and aero dynamics come into play resulting in terminal velocities being reached and a constant velocity with no further acceleartion and these differ from object to object.

     

    Mass really comes into effect where momentum is concerned, and especially the transfer of momentum between bodies. However, so long as the differences between the masses of objects is proportional (say between a bullet and a tin can) then it really doesn't matter if a simulation makes the bullet a gram in weight or a ton so long as the tin can is made 20 grams or twenty tons respectively). It's all relative. This is where your F = ma comes in. Its all about the forces involved and the transmission of forces when items collide. It's the force thats created by the deacceleration of the bullet hitting the can that provides the force to accelerate the can with a much larger mass and cause it to move (with a much lower velocity than the colliding bullet of course).

     

    So although falling bodies under gravity accelerate at the same rate regardless of their mass, the momentum of the falling bodies is affected by their mass and the heavier object will have the greater momentum and will impart a far great force when colliding with something than the lighter body.

  9. I've seen Chris's work first hand and it's pretty impressive. Recast is probably as good as anything else out there including what's currently available in the big AAA design houses. Chris has not only taken this and integrated it with Leadwerks but also integrated Open Steer and the AI++ lib to give a more comprehensive AI solution rather than just straight path finding. To be honest his own navmesh solution was pretty good too! I believe people have already done integrations of Recast for OGRE and UNITY and probably other engines too.

  10. You're welcome Laurens.

     

    Sounds interesting Rick. I'd be interested in seeing the implementation of that if you can find it. I'm always up for integrating better solutions if I can find them.

  11. Take a look at my blog as I detailed a subscribe and notify system in there for my Player and User Input class. The Player class registers events with the User Input class and gets notified when they occur.

     

    It's the 'For those who might be interested' post in September

    • Upvote 1
  12. I have previously bought or commisioned assets from Arteria, Dexsoft, Turbo Squid, 3DRT and have had some models designed for me by Richard Simpson from our own forum. I hope to be giving Richard some paid work as I get further into the level design stage. There are some very capable artists/modellers on this forum alone without looking further afield.

  13. the birds where a nice touch, I have slated "wildlife" AI attempts for Lua hopefully to employ some form of "boid" function.

    Thanks and good luck with your own "boid" function. Look forward to seeing that smile.gif

     

    I don't think the Gallery has a Youtube embedding function, maybe thats why we also get the showcase?

    Could be, it just seems strange that the insert 'media' function is present in both and loads a YouTube player in a normal post but complains about it in the gallery. It says it supports other forms of video files such as mpg etc.

     

    Looking nice, I'm digging this smile.gif. If I had to give some comments, it would probably be vegetation. Now it feels like you put it there because you can...

    Thanks again and, yes, the fact that I'm a programmer and not an artist is apparent I'm sure. I'm trying to get a kind of scrub land feel with the vegetation and I'm not entirely satisfied with the end result myself. However, I'm a little wary of spending too much time experimenting with the level/artwork design at this point at the expense of designing the game engine functionality. My intention has always been to produce an initial playable level of my game idea to act as a shop window to show off the engine and hopefully encourage some real artists/modellers to come on board and do all the stuff thats beyond my skill sets.

     

    Did you do all the models too?

    No, I wish I was that talented but I've had to purchase/commission/acquire/modify all the models/assets I'm using. There is some nice stuff out there and some good free lance modellers around.

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