• What Are You Working On August 2012
    2,271 replies, posted
And here we go! This doesn't look half bad: [img_thumb]http://i.imgur.com/pESxD.jpg[/img_thumb] and abit of ambient light: [img_thumb]http://i.imgur.com/m5fzX.jpg[/img_thumb] Last one, I promise! Here's with ambient light and sun: [img_thumb]http://i.imgur.com/0E3nx.jpg[/img_thumb]
ERROR: GAMEMODE: 'Initialize' Failed: ...rcemods\hl2sb\gamemodes\sandbox\gamemode\cl_init.lua:16: bad argument #1 to 'SetFontGlyphSet' [I](font or fontcontainer expected, got fontcontainer)[/I] what
[QUOTE=Dlaor-guy;37227214]That's not a problem with Box2D, that's a problem with physics engines in general. You can't create tight controls with a physics engine. Although, I wonder what Source uses to keep the player controls tight while also running a physics engine...[/QUOTE] It's been a while since I've gone through Source's movement stuff, but I believe player's are effectively kinematic bodies. They use a fixed AABB collision box (Unlike everything else in the game which uses VPHYSICS by default), and the player's logic is updated before every other entity is updated. My guess is that it gets the player's input for the frame, updates the player position in the world + resolves penetration and then updates the rest of the entities. [b]Edit:[/b] The fact that you can halt movement while in the air by pressing W or S really doesn't sound like a normal rigid body to me either.
[QUOTE=Lord Ned;37234161]It's been a while since I've gone through Source's movement stuff, but I believe player's are effectively kinematic bodies. They use a fixed AABB collision box (Unlike everything else in the game which uses VPHYSICS by default), and the player's logic is updated before every other entity is updated. My guess is that it gets the player's input for the frame, updates the player position in the world + resolves penetration and then updates the rest of the entities. [b]Edit:[/b] The fact that you can halt movement while in the air by pressing W or S really doesn't sound like a normal rigid body to me either.[/QUOTE] But how do they handle VPHYSICS and AABB collisions? Like pushing a prop away/getting pushed away by a prop or standing on it?
I think havoks character controller just handles it.
hnnng works flawlessly [url]http://pastebin.com/NM5X5Mkv[/url] [editline]14th August 2012[/editline] An added bonus: you can - at any time - change a HFontContainer object and text will automatically change as a result.
[IMG]https://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/8.2012/Stencil.png[/IMG] I tried making a mirror with the latest chapter of open.gl. It would probably work with back face culling and a clip plane but I want to use proper depth checking to make it work with more complicated scenes. [URL="http://www.facepunch.com/showthread.php?t=1167392&p=37235778&viewfull=1#post37235778"]I can't get depth clearing to work.[/URL]
[IMG]http://i.imgur.com/gaqhe.png[/IMG] Ok so it goes like this: Spacecraft computers read image data (I hacked a thing together with OpenGL and X-Plane for rendering), gets an array of brightness values. Converts these into binary data and encodes them using MPEG-1 codec. Then the spacecraft downlinks raw MPEG-1 stream. The ground stations route this stream to disk (write it down), and stream it over a TCP port. The stream can be decoded with any real tools that will work on a MPEG-1 stream. This picture is taken from a virtual rocket about 250 km above planet, you can see some clouds there. Everything is so shitty cause the bandwidth is only about 384 kbits/sec and MPEG-1 requires a lot of bandwidth (it doesn't actually fit into 384 kbits well, which causes more glitches). I'll need to switch to a better codec if quality would need improving. Spacecraft is virtual, the radio transmission/propagation is simulated (I actually took few frames which actually HAVE nice data in them). Another picture (the rocket rotates in space so it gets all of these pictures): [IMG]http://i.imgur.com/Op3Ly.png[/IMG]
[QUOTE=BlackPhoenix;37237435][IMG]http://i.imgur.com/gaqhe.png[/IMG] Ok so it goes like this: Spacecraft computers read image data (I hacked a thing together with OpenGL and X-Plane for rendering), gets an array of brightness values. Converts these into binary data and encodes them using MPEG-1 codec. Then the spacecraft downlinks raw MPEG-1 stream. The ground stations route this stream to disk (write it down), and stream it over a TCP port. The stream can be decoded with any real tools that will work on a MPEG-1 stream. This picture is taken from a virtual rocket about 250 km above planet, you can see some clouds there. Everything is so shitty cause the bandwidth is only about 384 kbits/sec and MPEG-1 requires a lot of bandwidth (it doesn't actually fit into 384 kbits well, which causes more glitches). I'll need to switch to a better codec if quality would need improving. Spacecraft is virtual, the radio transmission/propagation is simulated (I actually took few frames which actually HAVE nice data in them). Another picture (the rocket rotates in space so it gets all of these pictures): [IMG]http://i.imgur.com/Op3Ly.png[/IMG][/QUOTE] I'm not sure I understand what exactly you're doing. Why are you transmitting a video of Earth from a rocket if the rocket is virtual? Is it just about the simulation (because that's awesome in it's own right) or am I missing something.
[QUOTE=Darwin226;37237817]I'm not sure I understand what exactly you're doing. Why are you transmitting a video of Earth from a rocket if the rocket is virtual? Is it just about the simulation (because that's awesome in it's own right) or am I missing something.[/QUOTE] This is a simulation I wrote. It simulates a lot of things, for example spaceflight, high-altitude physics (atmospheric drag, magnetic field etc), heating from air (only makes sense when you fly through upper layers), calculates motion of objects. There is a special version of this simulator called VSFL - Virtual SpaceFlight Network ( [url]http://vsfl.wireos.com[/url] ). It runs 24/7 in realtime, and it additionally simulates satellites and persists state of objects in orbit. Essentially it is virtual space (only near-Earth right now, moon included). Okay, so the rocket is virtual. I wrote guidance software for it. My simulator runs inside X-Plane (to get some rendering), and X-Plane generates picture you see. This is about: simulating internal systems of a rocket, guidance software that gets rocket to orbit, server software that processes and receives image, radiotransmission/propagation model I wrote (which calculates how digital signals travel, very basic model right now), and the VSFL server itself (which I use to conduct "virtual flights"). [B]In simple words:[/B] yeah it's about the simulator
[QUOTE=BlackPhoenix;37237891]This is a simulation I wrote. It simulates a lot of things, for example spaceflight, high-altitude physics (atmospheric drag, magnetic field etc), heating from air (only makes sense when you fly through upper layers), calculates motion of objects. There is a special version of this simulator called VSFL - Virtual SpaceFlight Network ( [url]http://vsfl.wireos.com[/url] ). It runs 24/7 in realtime, and it additionally simulates satellites and persists state of objects in orbit. Essentially it is virtual space (only near-Earth right now, moon included). Okay, so the rocket is virtual. I wrote guidance software for it. My simulator runs inside X-Plane (to get some rendering), and X-Plane generates picture you see. This is about: simulating internal systems of a rocket, guidance software that gets rocket to orbit, server software that processes and receives image, radiotransmission/propagation model I wrote (which calculates how digital signals travel, very basic model right now), and the VSFL server itself (which I use to conduct "virtual flights"). [B]In simple words:[/B] yeah it's about the simulator[/QUOTE] That's really impressive... Have you even thought about working at NASA or something? I'm sure they could find a use for someone like you.
[QUOTE=Darwin226;37237950]That's really impressive... Have you even thought about working at NASA or something? I'm sure they could find a use for someone like you.[/QUOTE] I can't work in American aerospace industry, because I'm not a citizen of USA. One must be a citizen of USA to work in anything aerospace there. This also goes for Russia, ESA, UK. And I don't have money to build actual stuff right now, so modelling is all I can do at this point.
[IMG]http://i.imgur.com/9w3ld.png[/IMG] Because why not work on something stupid instead of getting on with everything else that needs doing?
Oh hey, it's another one of those 'so I got bored...' projects... [img]http://i.imgur.com/7qG0M.png[/img] It's a 'falling sand game'! :D
[QUOTE=Chris220;37238092]Oh hey, it's another one of those 'so I got bored...' projects... [img]http://i.imgur.com/7qG0M.png[/img] It's a 'falling sand game'! :D[/QUOTE] I used to be absolutely fascinated with those when I was younger. wxSand had fucking awesome mods.
[QUOTE=geel9;37238419]I used to be absolutely fascinated with those when I was younger. wxSand had fucking awesome mods.[/QUOTE] You and me both! And yeah, it did indeed. I spent a pretty long time in the community making my own mods and stuff... makes me kinda sad that I lost them all, I had some pretty cool stuff... Creating one of my own is making me feel like I wanna get back into it all again, just like back in 2007. :v:
I made one once too [IMG]http://i.imgur.com/ImwVX.jpg[/IMG] [IMG]http://i.imgur.com/qXobM.jpg[/IMG] [img]http://i.imgur.com/Lohhq.jpg[/img]
Hehe, reading all these made me want to share my little project. Made with the LWJGL, by the way. It's called [URL="http://pitrisegames.webs.com/apps/blog/"]Meencraft[/URL] because I'm far too original to not copy from popular games. [IMG]http://img692.imageshack.us/img692/944/meencraft.png[/IMG] [IMG]http://img341.imageshack.us/img341/944/meencraft.png[/IMG]
[QUOTE=BlackPhoenix;37238614]I made one once too <images>[/QUOTE] That looks pretty cool, may I ask how your algorithms worked in regards to smoothing out water and so on? Mine is hardly ideal at the moment; it works but still gives the impression of a thick particulate rather than a liquid. I'm still looking for ideas in that department. :v:
[QUOTE=Chris220;37238691]That looks pretty cool, may I ask how your algorithms worked in regards to smoothing out water and so on? Mine is hardly ideal at the moment; it works but still gives the impression of a thick particulate rather than a liquid. I'm still looking for ideas in that department. :v:[/QUOTE] [url]http://www.everfall.com/paste/id.php?qvdty2xyqt7e[/url] Something like that. It's a really hacky thing, just randomly displaces liquids to left and right.
[QUOTE=Chris220;37238447]You and me both! And yeah, it did indeed. I spent a pretty long time in the community making my own mods and stuff... makes me kinda sad that I lost them all, I had some pretty cool stuff... Creating one of my own is making me feel like I wanna get back into it all again, just like back in 2007. :v:[/QUOTE] I was active on those forums around 2007! I made one mod where you could make mountains and stuff, then populated them with "people" and "dragons" (green particles that spawned fire). Then you could fire meteorites, make force fields etc. Pretty fun.
[QUOTE=Darwin226;37238803]I was active on those forums around 2007! I made one mod where you could make mountains and stuff, then populated them with "people" and "dragons" (green particles that spawned fire). Then you could fire meteorites, make force fields etc. Pretty fun.[/QUOTE] Did you guys play those mods that let you make "people" and give them poison/medicine/stab them? Fucking AWESOME.
I quite liked the underwater base mod myself, had some fun with that one
[QUOTE=Darwin226;37238803]I was active on those forums around 2007! I made one mod where you could make mountains and stuff, then populated them with "people" and "dragons" (green particles that spawned fire). Then you could fire meteorites, make force fields etc. Pretty fun.[/QUOTE] I [I]knew[/I] it was you! I was looking around the forums again earlier and I spotted a few posts you made. That sounds like an awesome mod, I think my favourite out the ones I made was one where you could construct buildings out of various materials and then rig them with explosives... It sounds pretty generic and boring, but I went a bit more in-depth than that and modeled cracks in the concrete, and chunks falling off when the surrounding area was damaged enough... It wasn't perfect by any means, but it was really quite convincing in a lot of cases! [editline]14th August 2012[/editline] [QUOTE=BlackPhoenix;37238752][url]http://www.everfall.com/paste/id.php?qvdty2xyqt7e[/url] Something like that. It's a really hacky thing, just randomly displaces liquids to left and right.[/QUOTE] Awesome, thanks! I'll have a read through it and see if I can get any ideas for my own implementation. [editline]15th August 2012[/editline] [QUOTE=geel9;37238860]Did you guys play those mods that let you make "people" and give them poison/medicine/stab them? Fucking AWESOME.[/QUOTE] Oh those, they were a lot of fun as well :D Stop it guys I'm getting overwhelmed by nostalgia :v:
Finally got Artemis# to play nicely with Gwen.NET. Now I can instantiate, manage, and tie UI controls to any entity through the EntityWorld instance. That means that with very little code, I could tie any entity to a property tree control and edit its components at any given moment; or alternatively get a UI element to follow an object on screen, etc. Next up is getting the physics, geometry, and rendering components implemented. :v:
[IMG]http://i.imgur.com/3NpdB.png[/IMG] This is fun.
[QUOTE=geel9;37238860]Did you guys play those mods that let you make "people" and give them poison/medicine/stab them? Fucking AWESOME.[/QUOTE] oh god YES I still play those at school because they're really lightweight and surprisingly fun. (I remember trying to make a falling sand game when I was younger - copied a tutorial and couldn't figure out how to do anything else)
Gentlemen, I think we've found a collabaration project that might actually work. A falling sand game to rule them all.
[QUOTE=neos300;37239035]Gentlemen, I think we've found a collabaration project that might actually work. A falling sand game to rule them all.[/QUOTE] Pfft. We'll be arguing over the license for days.
And over what UI engine to use.
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