SMALL_DEMO(Need Testers) [UPDATE 18_OCTOBER]
The "copy link location" trick worked for me.belfegor wrote:Hmm, i also have 404 error with clicking on link but
when i "copy link location" into another tab with firefox then it works. Strange
I will try "g0dsoft.com" also. Thanks.
Belfegor.
You may still want to take a look at g0dsoft.com. I'm sure they'd give you a free account.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Yikes. It took me 8 seconds just to walk to the blue barrel! It's like there's mega-gravity. Enabling vsync in the settings cured it so I guess it's an issue with intra-frame timing. I'm getting 1500fps without vsync.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Great work, BTW. Other people may see "just a simple demo" but I can see all the work it takes just to get to this point.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Thanks for comments.
found on newton forums and works great. But before i was using just "elapsed time since last frame" as update step.
"System" about 3000 lines.
imagine how much more without irrlicht gui (still, i am not satisfied with looks of it)
Belfegor.
Yes, its fixed now. Had some problems about NewtonUpdate()sio2 wrote:It took me 8 seconds just to walk to the blue barrel
Code: Select all
static float frequency = 1.0f / 120.0f;
static float accumulative_step = 0.0f;
accumulative_step += elapsedTime;
while (accumulative_step >= frequency)
{
NewtonUpdate(world, frequency);
accumulative_step -= frequency;
}
For example "Controls" took about 4000 lines of code.sio2 wrote:I can see all the work it takes just to get to this point
"System" about 3000 lines.
imagine how much more without irrlicht gui (still, i am not satisfied with looks of it)
Belfegor.
Small update (link for download in first post).
fixes:
- Fixed ShadowVolume glitch
- Fixed UV-mapping at certain places
- Fixed NewtonUpdate()
- Jump works correctly
- Crouch added
- Picking corrected (althought you can pick just barrel for now until
i populate level with other objects)
known bugs:
- In system menu, when "shaders - low" are chosen and you go into the
level and come back to system menu and change "shaders" to "high"
and try to load level igot crash at random position (working on it)
so it would be best for now to restart demo after changes.
Still working on modeling.
Belfegor.
fixes:
- Fixed ShadowVolume glitch
- Fixed UV-mapping at certain places
- Fixed NewtonUpdate()
- Jump works correctly
- Crouch added
- Picking corrected (althought you can pick just barrel for now until
i populate level with other objects)
known bugs:
- In system menu, when "shaders - low" are chosen and you go into the
level and come back to system menu and change "shaders" to "high"
and try to load level igot crash at random position (working on it)
so it would be best for now to restart demo after changes.
Still working on modeling.
Belfegor.
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Re:
Hi! I really like the screenshots so I've downloaded it. Menu loads up fine, but only a grey screen appears when started. I guess it's due to my GFX card, it only supports shader model 2.0. Will you make shaders for lower shader models or use fallback materials?
Cheers,
PI
Cheers,
PI
Hmm, looks like that others doesnt have that problem.Masterhawk wrote:Damn, just wanted to test your game but the DL doesn't work for me. Or better the *.rars are corrupted. Even the third dl didn't do it.
Did you try "Repair archive" within WinRAR?
What is DL?
Strange (if your card support ps/vs 2.0) because almost all shaders arePI wrote:Hi! I really like the screenshots so I've downloaded it. Menu loads up fine, but only a grey screen appears when started. I guess it's due to my GFX card, it only supports shader model 2.0. Will you make shaders for lower shader models or use fallback materials?
ps/vs 2.0 (except shadow volume witch is 1.1) and i check hardware
caps for requiered features just at the start of the app.
Still working on lower versions of shaders.
What is your card model?
Well, i iplement it from newton "picking" tutorial.agi_shi wrote:Very, very interesting! How did you implement the "pickup" mechanism (physically)? Obviously, first you check what's in front of you, but I'm interested in the "holding" aspect of it via Newton.
Ill see and chop it from my code. Wait until i come back next time.
I also have some more additions/fixes to the demo.
Same thing is happening for me too, unfortunately. Using the "copy link" trick in Firefox sometimes works, sometimes doesn't. When it does work and I download the two parts they are both corrupt (CRC errors in the textures). The "copy link" worked just fine for the previous version when it was split into 5 - weird.Damn, just wanted to test your game but the DL doesn't work for me. Or better the *.rars are corrupted. Even the third dl didn't do it.
Have you tried uploading to your g0dsoft account yet? Everyone should be able to download from just fine from there.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Oh, I don't necessarily want code, I just wanted the general idea of it (I already have it implemented, I wanted to see how you went about it) As in... do you apply impulses to get the object in front of you, do you just set the position, do you apply forces, some kind of constant velocity?belfegor wrote:Well, i iplement it from newton "picking" tutorial.agi_shi wrote:Very, very interesting! How did you implement the "pickup" mechanism (physically)? Obviously, first you check what's in front of you, but I'm interested in the "holding" aspect of it via Newton.
Ill see and chop it from my code. Wait until i come back next time.
I also have some more additions/fixes to the demo.
I use NewtonWorldRaycast() with line coming from cam position going
into direction of cam target about 100.0f (units) then i apply forces
to get object centered at "camLine.end" point. Also i set object omega
to zero to prevent it from sppining/rotating while i carry it.
When releasing object i change its ApplyForceAndTorque callback function
and add NewtonBodySetVelocity() to throw.
I suck at explaining things.
into direction of cam target about 100.0f (units) then i apply forces
to get object centered at "camLine.end" point. Also i set object omega
to zero to prevent it from sppining/rotating while i carry it.
When releasing object i change its ApplyForceAndTorque callback function
and add NewtonBodySetVelocity() to throw.
I suck at explaining things.