![Very Happy :D](./images/smilies/icon_biggrin.gif)
Just about to test on ATI...
I check hardwer for supported AA and fill combo box accordingly.PI wrote:did you know that there's no 8X AA? Or just for me, again?
Yes i know that, i need to change body shape. Will be fixed in next update.PI wrote:I love that I can climb the ladder (when going up, you can go up to the ceiling!)
Not much as for now demo doesnt contain complicated objects.PI wrote: Newton works really fine; I've got a question: how many FPS do you loose on it?
Yes. Depends on the object shape, BBox/BSphere and dynamicly changePI wrote:Do you perform any scene culling?
Yes, if i find FREE good looking one, or make my own.PI wrote:The config menu is really great! But, can you change the font later? To a simpler, more readable one?
Currently working on it.sio2 wrote:When I press Esc I get back to the menu but there's doesn't seem to be a way of switching back to the game (pressing Esc again quits)
Yes, gladly. You can put link here or send me PM.sio2 wrote:BTW Would you like my Doom3 MD5 Mesh/Anim code? I haven't finished it but it may be useful to you with all that bump/gloss/normal stuff.
Yes, i could not explain it better too. Dont know how to solve it for now.where the object does not really ... bouncily float, know what I'm saying? If you want the code, just tell me
Yes i know that, just didnt do anything about it yet (have beeen busy with other stuff). For example (hard to explain) if you carry object on one side of the wall and you are on the other it should drop it.- how do you calculate the holding position? You can push yourself with held objects. I ran into this, as well, and fixed it by having the position in front of the player, higher or lower depending on the pitch of the player's head. This way things don't push you when you look down (or up for that matter).
I don't have DX SDK and my Catalyst Control Center is broken, so I cannot check it right now. AA is app controlled, I can say that for sure.I check hardwer for supported AA and fill combo box accordingly.
Try to run "Caps Viewer" if you have DX SDK and see your card maximum fullscreen AA.
Dont forget to set in control panel for gfx card AA to "application controled".
I'm asking because I haven't started to use Newton, Bullet, etc. because I'm not convinced at all by their speed. I just need simple collision and ball physics in my game. So actually I thought I's not worth to use any physics library, that's why I've implemented ball physics. It's not perfect, but way much faster than it'd be in Newton, for instance. However, playing around with your demo I've seen the great FPS results you have. That made me think about Newton again, and also it seems that I have to rewrite the whole collision system.Not much as for now demo doesnt contain complicated objects.Newton works really fine; I've got a question: how many FPS do you loose on it?
I thought there's some kind of a portal based culling system around.Yes. Depends on the object shape, BBox/BSphere and dynamicly change
camera far clip based on where you are.
Still working on better culling for shadow meshes.
I hope this link helps.Yes, if i find FREE good looking one, or make my own.
If you have link with free fonts i'd be hapy to look at
(because i could not find by using google, and i found this one link in
source for "old font tool").
I did, lowering the stairs would solve it, I think.Does any of you expiriencing problems with stairs?
Yes I've seen that in other games too. In my game I do a simple ray collision check to see if I can drop a bomb, or it would be inside a wall; then, I can calculate the appropriate distance. I like the "bouncing" when picking objects, btw.I picked up a barrel and placed it the other side of the wire fence. I was able to walk backward with the barrel stuck the other side of the fence and still throw it. Kinda cool but probably not very realistic - 20 foot arms. Laughing HL2 has some form of "breaking strain" on the connection between player and carried objects. Perhaps it's just as simple as breaking the hold if the object goes further than arms distance.
That is what i tried to explain in my last post. I just left it until i fix it insio2 wrote:I picked up a barrel and placed it the other side of the wire fence. I was able to walk backward with the barrel stuck the other side of the fence and still throw it. Kinda cool but probably not very realistic - 20 foot arms. Laughing HL2 has some form of "breaking strain" on the connection between player and carried objects. Perhaps it's just as simple as breaking the hold if the object goes further than arms distance.
My hands are currently busy with other stuff in demo, but ill add it in futuresio2 wrote:Will you be adding sound at some point?
sio2 wrote:Also, did you see Merciors original Irrlicht/Newton demo? It had some water in it and it was cool seeing stuff float. Newton has support for "floating" so it's not too difficult (I think).
I have report by my friend that he always got stuck in them.sio2 wrote:I don't recall problems with the stairs but I'll have another look.
Thanks for the link.PI wrote:I hope this link helps.
Ok, not a problem.PI wrote:I did, lowering the stairs would solve it, I think.
Code: Select all
...
if(CarryBody)
{
matrix4 matrix;
NewtonBodyGetMatrix(NPickedBody, matrix.pointer());
vector3df Point = EndLine;
matrix.transformVect(Point);
vector3df Diff = (CamLine.end - CamLine.start);
vector3df Force = CamLine.start + Diff;
PickForce = Force - Point;
}
...
if(InteractKey Pressed)
{
NPickedBody = PickBody();
if(!CarryBody && NPickedBody)
{
NewtonWorldUnfreezeBody(NWorld, NPickedBody);
matrix4 matrix;
NewtonBodyGetMatrix(NPickedBody, matrix.pointer());
vector3df Diff = (CamLine.end - CamLine.start);
EndLine = (CamLine.start + Diff) - matrix.getTranslation();
matrix.inverseRotateVect(EndLine);
NewtonBodySetForceAndTorqueCallback(NPickedBody,
OnApplyPickForceAndTorque);
CarryBody = true;
}
}
...
void cTestLevel::OnApplyPickForceAndTorque(const NewtonBody* Body)
{
matrix4 matrix;
float Mass, Ixx, Iyy, Izz;
vector3df Force, Torque, ForceDamp, TorqueDamp, Velocity, Omega;
NewtonBodyGetMassMatrix(Body, &Mass, &Ixx, &Iyy, &Izz);
NewtonBodyGetMatrix(Body, matrix.pointer());
NewtonBodyGetVelocity(Body, &Velocity.X);
NewtonBodyGetOmega(Body, &Omega.X);
Force = PickForce * (Mass * 100.0f);
ForceDamp = Velocity * (Mass * 10.0f);
Force -= ForceDamp;
/*vector3df Point = EndLine;
matrix.rotateVect(Point);
Torque = Point * Force;
TorqueDamp = Omega * (Mass * 0.1f);
Torque -= TorqueDamp;*/
Omega *= 0.0f;
NewtonBodySetOmega(Body, &Omega.X);
NewtonBodyAddForce(Body, &Force.X)
//NewtonBodyAddTorque(Body, &Torque.X);
}
You mean my Doom3 code? Yes, I just need to pull it down from my backups and make sure it compiles.belfegor wrote: Will i ever got code from ether of you, or you change your mind:?: