• What are you working on? V10
    2,002 replies, posted
[QUOTE=Dlaor;21861604] Ok guys, I need some help. I have no clue how to make platformer physics for the player entity. Anyone wanna guide me in the right direction? I know how to do collisions (just go through every block, and if it intersects the player boundary box, collision has occured) but I don't know how to do the platformer velocity stuff...[/QUOTE] Well, since it's all boxes, can't you just invert the x velocity if you collide with a block to the right or left and invert the y velocity if it's top or bottom? Though you should move the player out of the box he intersects or he might end up getting stuck in the edge. [editline]hurr[/editline] Also, you don't have to iterate all the boxes and check for collisions, just round the players position to a tile and check against the 8 tiles around that (or 10 if the player is 2 units high)
Someone posted a really good tutorial on RK4 which would explain what you needed to know. Perhaps try cooling "Runge Kutta Integration", and pick a tutorial that mentions games in particular.
[QUOTE=Dlaor;21861604] [editline]10:48PM[/editline] Ok guys, I need some help. I have no clue how to make platformer physics for the player entity. Anyone wanna guide me in the right direction? I know how to do collisions (just go through every block, and if it intersects the player boundary box, collision has occured) but I don't know how to do the platformer velocity stuff...[/QUOTE] Well, it's pretty simple. Just have a value for the horizontal speed and increase or decrease it when the player is holding down a movement button and move it towards zero otherwise, and keep the speed within a certain range and add it to the player's position. For vertical movement, do the same, except constantly increase the downward speed when the player is not on the ground, otherwise set it to zero. For jumping, set the vertical speed to a value when the player is on the ground and pressed the button. You can also do what ralle105 said in addition to this. Ha, 777th post.
[IMG]http://i42.tinypic.com/2h4i23k.jpg[/IMG] [IMG]http://i44.tinypic.com/vyy4ih.jpg[/IMG] Yes, there are exactly 1000 units Yes, that's freaking awesome even though it kind of rapes my FPS, but it's still faster than supcom =) All of the speed is raped by my unit steering algorithm and terrain's height calculation :kratos: damn it, been trying to improve the speed of that for hours
[QUOTE=Dlaor;21861604]Shit, I'm getting addicted to my own game :v: [img]http://www.cubeupload.com/files/291200mclone4.png[/img] (disabled grass at the moment, I messed it up again) [editline]10:48PM[/editline] Ok guys, I need some help. I have no clue how to make platformer physics for the player entity. Anyone wanna guide me in the right direction? I know how to do collisions (just go through every block, and if it intersects the player boundary box, collision has occured) but I don't know how to do the platformer velocity stuff...[/QUOTE] You're doing the exact same thing as me :V I'm also getting stuck with the platforming bit xD
[QUOTE=Xerios3;21863225] Yes, there are exactly 1000 units Yes, that's freaking awesome even though it kind of rapes my FPS, but it's still faster than supcom =) All of the speed is raped by my unit steering algorithm and terrain's height calculation :kratos: damn it, been trying to improve the speed of that for hours[/QUOTE] As far as I see they aren't rotated yet (to stand on the terrain) if this rapes the FPS what will happen when you decide to tilt them?
It'll rape even more :haw: Mmmyeah, I thought I could maybe use a physics engine which would make ray casting easier ( like retrieving triangle's normal for tilting ) and hopefully have faster execution time =/
[QUOTE=Xerios3;21863225]http://i42.tinypic.com/2h4i23k.jpg [url]http://i44.tinypic.com/vyy4ih.jpg[/url] Yes, there are exactly 1000 units Yes, that's freaking awesome even though it kind of rapes my FPS, but it's still faster than supcom =) All of the speed is raped by my unit steering algorithm and terrain's height calculation :kratos: damn it, been trying to improve the speed of that for hours[/QUOTE] Sweet, do you use instancing or separate entities for the units?
[QUOTE=voodooattack;21864152]Sweet, do you use instancing or separate entities for the units?[/QUOTE] I've never got to the instancing part in Ogre, so the answer is no, not really. It'll probably take me a while to understand how it works, also the feature isn't even implemented in Ogre3d =/
[QUOTE=Xerios3;21864437]I've never got to the instancing part in Ogre, so the answer is no, not really. It'll probably take me a while to understand how it works, also the feature isn't even implemented in Ogre3d =/[/QUOTE] I have it working in the current build (1.7.1). You'll find a sample at: Ogre/Samples/Instancing/
Maybe I will make my own minecraft clone :buddy:
I want to make a Minecraft clone too. But the thing is, someone is currently working on one in 3D and 2D, and I sort of want to be original. I got it! 4D!
[QUOTE=The Inzuki;21865312]I want to make a Minecraft clone too. But the thing is, someone is currently working on one in 3D and 2D, and I sort of want to be original. I got it! 4D![/QUOTE] 1D! An 800x1 window in which you can add and remove pixels! Nonono, Idea! Minecraft which uses dodecahedrons!
I'm working on a spacey version I guess..you're in space drilling rocks :v:
It's been a while since the last update on my android game engine :P [media]http://www.youtube.com/watch?v=BCzU9xRjeIo[/media] Changes: Moved from custom physics to jBox2D, added sounds, lots of internal restructuring, improved loading times. I need to find out what's wrong with my texture loading, it seems like it runs out of memory after 3 textures oO Might be some problem on my side.. ah well
build of toolblox if anyone wanted to mess around with it [url]http://dl.dropbox.com/u/99765/toolblox_build.rar[/url] wasd, leftclick, rightclick, space
[QUOTE=layla;21865946]build of toolblox if anyone wanted to mess around with it [url]http://dl.dropbox.com/u/99765/toolblox_build.rar[/url] wasd, leftclick, rightclick, space[/QUOTE] Can't execute it: "The application has failed to start because its side-by-side configuration is incorrect."
[QUOTE=The Inzuki;21865312]I want to make a Minecraft clone too. But the thing is, someone is currently working on one in 3D and 2D, and I sort of want to be original. I got it! 4D![/QUOTE] I already did that a while a go,forgot to post it here I think. It just renders 3 dimensions at a time. [media]http://www.youtube.com/watch?v=NhfwJZ-Kay8[/media] buggy download [url]http://filesmelt.com/dl/4Dcraft2.zip[/url]
'Eh? [IMG]http://i44.tinypic.com/jfi5w3.png[/IMG] I call it..'Space Miner' :v:
[QUOTE=Shanethe13;21866145]Can't execute it: "The application has failed to start because its side-by-side configuration is incorrect."[/QUOTE] I guess I should build in release, no idea why it wouldn't work otherwise. I mean I'm just using opengl, don't think I'd have to include anything else with the download do i? [editline]01:19AM[/editline] [url]http://dl.dropbox.com/u/99765/toolblox_build.rar[/url] dl should now have debug and release and i've been told you should dl this [url]http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en[/url]
what the fuck is this [url]http://pastebin.com/CW0iMs8L[/url]
i think you have to include windows before gl
edit: nevermind, was a template causing a problem (?)
[QUOTE=ZomBuster;21866152]I already did that a while a go,forgot to post it here I think. It just renders 3 dimensions at a time. [media]http://www.youtube.com/watch?v=NhfwJZ-Kay8[/media] buggy download [url]http://filesmelt.com/dl/4Dcraft2.zip[/url][/QUOTE] You always make the coolest shit
guys I don't know how to multiply in flash as2 you guys [code]onClipEvent (enterFrame) { if (_root.intelxp >= _root.intelmax){ _root.intelmax += _root.intelup; _root.intelup*2 } } [/code]
[QUOTE=Xerios3;21863225] Yes, there are exactly 1000 units Yes, that's freaking awesome even though it kind of rapes my FPS, but it's still faster than supcom =) All of the speed is raped by my unit steering algorithm and terrain's height calculation :kratos: damn it, been trying to improve the speed of that for hours[/QUOTE] Instead of raycasting for the height couldn't u you use a pretty high res heightmap? Like just find th fiords of the unit relative to like the top left corner of th terrain and then just check that location on the texture for height.
I just realized the entire arm in this emoticon is transparent :kratos:
That's not an arm.
[QUOTE=helpiminabox;21870001]That's not an arm.[/QUOTE] Holy shit. I always thought it was his arm!
I always knew it was a chain due to seeing the original emote, and it's kratos so he does that kinda shit
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