Today, I managed to fix all of the categories of bugs I've posted about earlier, and made a small change to my interface.
I realized I really didn't need a huge "file-browser" for simple primitive geometry, so I reduced it down to a single combo-box and put it at the top.
Now, geometry is created through the selection boxes, and is created in relation to the shape and position of the last selected object.
[URL="http://a.pomf.se/qejvgi.mp4"]Here's a link to a video, I once again won't embed because it is huge (dimensions wise) and we still can't thumb [vid]'s[/URL]
I really want to change up my grid snapping system, it currently just snaps the cursor to the grid when dragging an object, but I'd rather it also snap the edges of the object to the grid.
[QUOTE=WeltEnSTurm;47841510]Octree voxel chunks y/n?
Pros: Free LoD (I hope), optimized collision detection
Cons: too much data[/QUOTE]
Article recommended: [url]http://0fps.net/2012/01/14/an-analysis-of-minecraft-like-engines/[/url]
I'd read through that before deciding :v:
[QUOTE=Profanwolf;47841532]Article recommended: [url]http://0fps.net/2012/01/14/an-analysis-of-minecraft-like-engines/[/url]
I'd read through that before deciding :v:[/QUOTE]
Seconded, it's like the go-to article for Minecraft-like data structure analysis.
[QUOTE=thatbooisaspy;47840916]I've started to rip out my placeholder models and started to build out the city (WIP of course):
[IMG]http://i.imgur.com/ANJZVwi.png[/IMG][/QUOTE]
Looks good :D I always get stuck when needing to UV map the buildings :/
[QUOTE=Gamerman12;47839367]-gui-[/QUOTE]
hey, i am also working on some gui stuff
[b]hey warning music ok apparently its loud i guess[/b]
[vid]https://a.pomf.se/bjhfhc.mp4[/vid]
implemented a little tab thing. getting the hang of unity's gui.
Working on the new features page for Grid.
[video=youtube;KI-AWjTT8q4]https://www.youtube.com/watch?v=KI-AWjTT8q4[/video]
[img]http://i.imgur.com/zUTpVX4.png[/img]
Got a day off again, managed to get basic combat, more precisely attacking, attack animations, and damage registration working.
Did some workarounds to prevent multiple damage dealt to an enemy in a single attack, chaining slashes, ect.
Also dumping the buggy DBPro bumpmapping commands in favour of a bump better effects. But somehow it looks right when applied to the helmet and sword , giving a nice shiny look. I guess even broken things has its use :v:
[IMG]http://i.imgur.com/DyzbLZF.png[/IMG]
Should I make the player to climb a extremely high tower level by level, or delving an untold depths?
[QUOTE=hakimhakim;47844005]Got a day off again, managed to get basic combat, more precisely attacking, attack animations, and damage registration working.
Did some workarounds to prevent multiple damage dealt to an enemy in a single attack, chaining slashes, ect.
Also dumping the buggy DBPro bumpmapping commands in favour of a bump better effects. But somehow it looks right when applied to the helmet and sword , giving a nice shiny look. I guess even broken things had its use :v:
[IMG]http://i.imgur.com/atOqheu.png[/IMG]
Should I make the player to climb a extremely high tower level by level, or delving an untold depths?[/QUOTE]
Make them travel through time.
[editline]31st May 2015[/editline]
Forwards.
[QUOTE=Ott;47844014]Make them travel through time.
[editline]31st May 2015[/editline]
Forwards.[/QUOTE]
In a sense, they are, as we all do
[QUOTE=andrewmcwatters;47843582]Working on the new features page for Grid.
[video=youtube;KI-AWjTT8q4]https://www.youtube.com/watch?v=KI-AWjTT8q4[/video][/QUOTE]
transparent screenshots? nice
[QUOTE=/dev/sda1;47842899]hey, i am also working on some gui stuff
[vid]https://a.pomf.se/bjhfhc.mp4[/vid]
implemented a little tab thing. getting the hang of unity's gui.[/QUOTE]
that was loud
[QUOTE=Map in a box;47844123]that was loud[/QUOTE]
oops, sorry.
shoulda warned yall.
[QUOTE=layla;47838940]For a while now I've been trying to think of a nice solution to change floor levels in the room editor, I think this is a really nice solution that doesn't require any UI to do it.
-vid-
Big file size sorry.[/QUOTE]
Seeing as it takes multiple ticks to scroll up to a new floor, can you actually build on the levels in-between? Or do you have to go up 4 ticks to a new floor before you can build?
Yeah, a floor level is 1 unit, I did it that way because rooms can be different heights.
I'm working on an automated msash bros mod installer for my smash bros modding website (modulous.net), I'm going to have a web protocol like steam so any page can link to an automated mod installation, the mod is then downloaded and if it contains a Lua script it gets executed under a sandbox, this script can do fancy shit like install characters or copy files between the sd filesystem and the mod root folder.
The web protocol is like modulous://install/mod_id
The mod_id can be found on the website, and the API which is basically KerbalStuff's with some additions gets the data.
[url]http://modulous.net/api/mod/40[/url]
I can't show the UI because I haven't made it yet.
The hardest part of this is automatically hex editing the files when needed, for example to install a character you need to edit it's module to match the internal ID, and then you also need to patch the character select screen, this is sort of easy because there's an existing library to modify brawl files.
[t]http://i.imgur.com/FYf9H0j.png[/t]
To handle uninstallation, I save a list with the characters that have been added, their IDs, and their names inside the SD so I can delete them.
Just updated from VS2012 to VS2015 and holy shit everything is so convenient.
Commit that sums up my experiences today
[img]http://i.gyazo.com/983de26f392b93a7e3b06983ca123447.png[/img]
what SAT stands for? Serious Asynchronous Task? No really, I have no idea :v:
Seperating axis theorem would be my guess.
[QUOTE=Arxae;47841841]Looks good :D I always get stuck when needing to UV map the buildings :/[/QUOTE]
Sorry but I cheated a little bit and used a Unity tool called [URL="http://www.protoolsforunity3d.com/probuilder/"]ProBuilder[/URL]. If you absolutely love valve's hammer mapping tool but want to use Unity, I suggest taking a look at it. It automatically (and magically) generates UV maps for each block, and other cool things like vertex coloring.
If you don't want to dump $95 for this (its worth it trust me) you can always use [URL="http://www.protoolsforunity3d.com/prototype/"]Prototype[/URL], a free version of Probuilder (I haven't tested it so I don't know how different it is from the regular version) that is meant for level prototyping.
[QUOTE=MuffinZerg;47844884]Commit that sums up my experiences today
[img]http://i.gyazo.com/983de26f392b93a7e3b06983ca123447.png[/img][/QUOTE]
dem variables
[editline]31st May 2015[/editline]
[img]http://i.imgur.com/J8jHote.png[/img]
Not sure what major features I should showcase. I want to show everything, but I should probably be focusing on selling points, and provide a "More" section.
[QUOTE=andrewmcwatters;47843582]Working on the new features page for Grid.
[video=youtube;KI-AWjTT8q4]https://www.youtube.com/watch?v=KI-AWjTT8q4[/video]
[...][/QUOTE]
That keyboard sounds so much better than mine :suicide:
Now I want to make a TTS that just does keyboard noises...
Though I think that might actually be useful for doing more realistic Foley for video games / other dynamic content.
[editline]31st May 2015[/editline]
I'd be surprised if this didn't already exist for film making though.
[editline]31st May 2015[/editline]
[QUOTE=MuffinZerg;47844884]Commit that sums up my experiences today
[img]http://i.gyazo.com/983de26f392b93a7e3b06983ca123447.png[/img][/QUOTE]
This looks like a very good opportunity to extract a method that checks along just one axis.
I fired the previous driver and after hours of searching for a new one, I found a nice one who knows more about traffic laws than the previous guy. He's kinda bad at handling the car, he can barely keep it on the road when doing turns. Also the speed limit there is like 40 km/h and he's going way below that.
Again, sorry for the large video :)
[vid]https://a.pomf.se/ooqwbf.mp4[/vid]
[QUOTE=thatbooisaspy;47845156]Sorry but I cheated a little bit and used a Unity tool called [URL="http://www.protoolsforunity3d.com/probuilder/"]ProBuilder[/URL]. If you absolutely love valve's hammer mapping tool but want to use Unity, I suggest taking a look at it. It automatically (and magically) generates UV maps for each block, and other cool things like vertex coloring.
If you don't want to dump $95 for this (its worth it trust me) you can always use [URL="http://www.protoolsforunity3d.com/prototype/"]Prototype[/URL], a free version of Probuilder (I haven't tested it so I don't know how different it is from the regular version) that is meant for level prototyping.[/QUOTE]
in my experience it's very clumsy and comes nowhere near hammer
it also had a shitload of bugs that made it impossible for any serious use
this was last year though, maybe they've fixed it since
[QUOTE=Tamschi;47845582]
This looks like a very good opportunity to extract a method that checks along just one axis.[/QUOTE]
Yeah that's a good idea.
But overall the implentation is all wrong. Using only X and Y as axes is fun for as long as your hitboxes are boxes and always aligned along these axes. But if you rotate them a bit checking with these axes doesn't always work.
I need to go back to school and learn vector geometry, damn it.
Added short post to my blog, something I did quite long time ago (web animation).
[url]https://kobibok.wordpress.com/2015/05/31/simpl-kidz-animation/[/url]
[editline]31st May 2015[/editline]
Also another project I just found and "documented":
[video=youtube;azWR6mpBs64]https://www.youtube.com/watch?v=azWR6mpBs64[/video]
Working Spatial Axis Theorem code :dance:
It's a bit special in the way the stuff is passed to it, but it's easy to modify.
Uses this lovely thing: [url]https://github.com/gareth-rees/geometry/blob/master/vector.py[/url]
[code]
def project_vector_on_axis(vector, axis):
return vector.dot(axis) / abs(axis)
def project_AABB_on_axis(xhw, yhw, axis):
projection = 0
projection_x = self.project_vector_on_axis(xhw,axis)
projection_y = self.project_vector_on_axis(yhw,axis)
if projection_x >= projection_y:
return projection_x
return projection_y
def overlap_on_axis(hitbox1, hitbox2, distance, axis):
ent1_projection = self.project_AABB_on_axis(hitbox1["xhw"], hitbox1["yhw"], axis)
ent2_projection = self.project_AABB_on_axis(hitbox1["xhw"], hitbox1["yhw"], axis)
overlap = ent1_projection + ent2_projection - distance
return overlap
def SAT(entity1, entity2, return_MTV=False):
ent1_hitbox = entity1["hitbox"]
ent2_hitbox = entity2["hitbox"]
ent1_x = entity1["x"]
ent2_x = entity2["x"]
ent1_y = entity1["y"]
ent2_y = entity2["y"]
ent1_xhw = ent1_hitbox["xhw"]
ent1_yhw = ent1_hitbox["yhw"]
ent2_xhw = ent2_hitbox["xhw"]
ent2_yhw = ent2_hitbox["yhw"]
test_axes = [Vector(0, 1), Vector(1, 0), ent1_xhw.normal(), ent1_yhw.normal(), ent2_xhw.normal(), ent2_yhw.normal()] #test on two axes for each ent being normals of halfwidth vectors
tested_axes = []
min_overlap = None
min_overlap_vector = None
for axis in test_axes:
parallel = False
for tested_axis in tested_axes:
if abs(tested_axis.x) == abs(axis.x) and abs(tested_axis.y) == abs(axis.y):
parallel = True
break
if parallel:
continue
print("testing axis", axis)
distance = self.project_vector_on_axis(Vector(ent2_x-ent1_x, ent2_y-ent1_y), axis)
print("distance along axis is", distance)
overlap = self.overlap_on_axis(ent1_hitbox, ent2_hitbox, distance, axis)
print("overlap is", overlap)
if overlap <= 0:
return 0
if return_MTV:
if min_overlap == None or overlap < min_overlap:
min_overlap = overlap
min_overlap_vector = axis
tested_axes.append(axis)
if return_MTV:
return min_overlap_vector
else:
return overlap
def test_SAT():
# entities overlap on x, but not on y. No collision
entity1 = {"x":1.75, "y": 1.5, "hitbox":{"xhw":Vector(0.75, 0), "yhw":Vector(0, 0.5)}}
entity2 = {"x":3, "y": 3.25, "hitbox":{"xhw":Vector(1, 0), "yhw":Vector(0, 0.75)}}
assert self.SAT(entity1,entity2) == 0
print("First test succesul")
# entities overlap on both x,y, yes collision!
entity1 = {"x":1.75, "y": 1.5, "hitbox":{"xhw":Vector(0.75, 0), "yhw":Vector(0, 0.5)}}
entity2 = {"x":3, "y": 1.5, "hitbox":{"xhw":Vector(1, 0), "yhw":Vector(0, 0.75)}}
assert self.SAT(entity1,entity2) > 0
print("Second test succesul")
# entities are rotated, they do not overlap
entity1 = {"x":1.5, "y": 1.5, "hitbox":{"xhw":Vector(0.75, -0.5), "yhw":Vector(0.25, 0.25)}}
entity2 = {"x":3.25, "y": 2.5, "hitbox":{"xhw":Vector(-0.5, -0.75), "yhw":Vector(0.25, -0.25)}}
assert self.SAT(entity1,entity2) == 0
print("Third test succesul")
# entities are rotated, they do overlap
entity1 = {"x":1.5, "y": 1.5, "hitbox":{"xhw":Vector(0.75, -0.5), "yhw":Vector(0.25, 1.25)}}
entity2 = {"x":2, "y": 2.5, "hitbox":{"xhw":Vector(-0.5, -0.75), "yhw":Vector(0.25, -0.25)}}
assert self.SAT(entity1,entity2) > 0
print("Fourth test succesul")
[/code]
dang modding tools are tedious to make
[vid]https://dl.dropboxusercontent.com/u/15663815/bear.webm[/vid]
Networking with a buddy.
[vid]http://a.pomf.se/cqibvr.mp4[/vid]
[QUOTE=sarge997;47848068]Networking with a buddy.
[/QUOTE]
Add two warring AI armies, your job is to nudge one side to victory with bird-based antics.
Game of Crows.
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