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Joh

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Everything posted by Joh

  1. Let me said, this is also my thought.
  2. I can confirm that FO3 use navmesh. This apporach can work with NPC that have near and small re-spawn area. Also it could work with an accurate game design, however i feel this will take more and more work for the designer wich need to avoid maze or complicated area like bridge and river. I did something similar in past, it worked but not as well as i hoped. Anyway happy to see there are other "open" mind wich doesn't have fear to try new way! Good job.
  3. We did it, but it's looks static and not really good.. Particle were better because it create a sort of trace effect (or trail whatever you wanna call it )
  4. We need to reproduce this on Leadwerks. We try with particle and it can work for smaller ship, but it absolutely not good for bigger ship (wich a propulsion radius of 50 meters), partcile will drain too many fps for it. Any technical art advice that could help us will be really appreciate.
  5. Well depends.. If you wanna create "Limbo of the Lost 2" can be just fine..
  6. Joh

    Vegetation nation

    Yeah in a prior post Josh wrote he had a video to show on GDC. So actually he doesn't need to have the scene on his hands.. I suppose are KPH as Pure3d seem to be in Europe. (Germany if i don't wrong)
  7. Same happend on Command & Conquer 4, i have a original copy but i have cracked it as in my country i pay to have an internet connection.. So this "protection" is moving people to crack their software..
  8. You could use a crack to have a "reserve" copy of a disk so you are not a pirate. That's how big crack site still exist, just because isn't a breaking of law have a copy of your original copy.
  9. Tried and same result i'll mail to the owner.
  10. Try that one also.. Same result. I didn't receive a "new" key, i have the old one (the one i used to complete the update)..
  11. mmm well in some way it have to do with UPS (Update per Second) check this: Also in the example he use Flip (1) and use 60 (flip 1 should fix the UPS to 60) SetBodyVelocity(body,t.scale(60.0)) So i am pretty sure it have something to do with it.. Anyway i'll check your way too.
  12. Well my question is: When a new updates come out how could we update the engine? I have that SDK 2.3 updater and i did the update from 2.28 to 2.3 (or 2.3.1 don't mind), but now when i try to check the update (re-launch that updater it say password incorrect.. Maybe i wrong something i don't know..
  13. Yeah sorry, i am using bodies. So do you know how can i do for UPS? Is UPS = FPS? I got it in mind right now if it is i can calculate the FPS and use that..
  14. I am sorry but how this could help me? If i set the velocity to 50 it will move 50 in one second so exactly 50/UPS().. How this appspeed can help me in this way? I'll need to know how much the entity is moving in a loop.
  15. What AppSpeed() return exactly? I saw that dividing by UPS() i receive EXACTLY how many space the entities move..
  16. No answer here? How you guys would check for updates?
  17. I use UPS () to calculate the exact movement of a body (GetBodyVelocity / UPS() ) but it seem to update "slowly", almost 1 update to 1/2 second, why?
  18. Anyway for who need it more clear here there is the whole code. This code need to be converted on Leadwers. #include <iostream> #include <cmath> typedef double Real; struct Vector3D { Real x, y, z; Vector3D(Real x, Real y, Real z) : x(x), y(y), z(z) { } }; std::ostream &operator<<(std::ostream &os, Vector3D const &v) { return os << '(' << v.x << ',' << v.y << ',' << v.z << ')'; } Vector3D operator+(Vector3D const &v1, Vector3D const &v2) { return Vector3D(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); } Vector3D operator-(Vector3D const &v1, Vector3D const &v2) { return Vector3D(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); } Vector3D operator*(Real s, Vector3D const &v) { return Vector3D(s*v.x, s*v.y, s*v.z); } Real dot_product(Vector3D const &v1, Vector3D const &v2) { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } struct Point3D { Real x, y, z; Point3D(Real x, Real y, Real z) : x(x), y(y), z(z) { } }; Vector3D operator-(Point3D const &p1, Point3D const &p2) { return Vector3D(p1.x-p2.x, p1.y-p2.y, p1.z-p2.z); } Real largest_root_of_second_degree_equation(double a, double b, double c) { return (-b+std::sqrt(b*b-4*a*c))/(2*a); } Vector3D shooting_direction(Point3D const &target_position, Vector3D const &target_velocity, Point3D const &shooter_position, Vector3D const &shooter_velocity, Real bullet_speed) { Vector3D P = target_position - shooter_position; Vector3D V = target_velocity - shooter_velocity; Real a = bullet_speed*bullet_speed - dot_product(V,V); Real b = -2*dot_product(P,V); Real c = -dot_product(P,P); Real t = largest_root_of_second_degree_equation(a,b,c); return target_position + t*V; } int main() { Point3D target(0,0,4); Vector3D target_velocity(3,0,0); Point3D O(0,0,0); Vector3D my_velocity(0,0,0); Real bullet_speed = 5; std::cout << shooting_direction(target, target_velocity, O, my_velocity, bullet_speed) << '\n'; }
  19. Is there any command to play a video from Leadwerks? I didn't seen it.
  20. mmm did i wrote incorrectly? In second post i said i found. Anyway in the way you suggest the projectile won't be precise.. Just immagine the target is moving far to you on right.. You'll never hit in that way. Anyway i found the solution (second post) should i write solved on title? How? Sorry i am pretty new on this forum.
  21. Same problem here. But i have already dl the update. Is there any other way to check updates?
  22. You misunderstood i should predict WHERE to hit.. It's for Ai agent, as projectile is not fast as a gun (you fire, and it will hit few millisecs later) i should predict where the target will be to be able to hit it.
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