Combining 2 wrappers into 1

You are an experienced programmer and have a problem with the engine, shaders, or advanced effects? Here you'll get answers.
No questions about C++ programming or topics which are answered in the tutorials!
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

wahagn, You need this time a very simple AI.

The simplest way to have an AI coding directly in Ninfa is like that :

-build few way-point in your road;
-target the entity if you want, to the appropiate way-point;
-move your entity to the way-point;
-when the way-pont is riched, target the entity to te next way-point;

if You have some traffic lights, code with "if" structure to react.
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

agree with Radikalizm, he is right !

Ninfa is the 1st step loving 3D, not programming;
Your future in 3D is c++.
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

I played with a neural network time ago and I was very impressed of the power of this kind of devices.
I made a mosquito with only 10 neurons : 4 inputs, 4 hiden and 2 outputs;
after its training, the mosquito has been able to find the food and to avoid the obstacles, exactly like in a games.
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

nespa wrote:I played with a neural network time ago and I was very impressed of the power of this kind of devices.
I made a mosquito with only 10 neurons : 4 inputs, 4 hiden and 2 outputs;
after its training, the mosquito has been able to find the food and to avoid the obstacles, exactly like in a games.
It's true that hese small networks can run at very fast interactives rates, and it could work in simple games, although you could still get better performance with scripted or hardcoded AI with about the same behaviour

When building entities however which have to respond to their environment (which is a more complex environment than a small map with some objects to avoid) you need a net which is multiple magnitudes bigger than 10 neurons
This could still run in real-time when built correctly, but you would still get better performance and similar results with a scripted state-checking AI
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

agree with You,

the discussion was for a simple AI for a simple engine like Ninfa not for a commercial engine.
wahagn
Posts: 186
Joined: Sat Dec 06, 2008 5:11 pm
Location: Zundert (Netherlands)

Post by wahagn »

nespa wrote:wahagn, You need this time a very simple AI.

The simplest way to have an AI coding directly in Ninfa is like that :

-build few way-point in your road;
-target the entity if you want, to the appropiate way-point;
-move your entity to the way-point;
-when the way-pont is riched, target the entity to te next way-point;

if You have some traffic lights, code with "if" structure to react.
Yeah, I'm trying it ... I will post a demo ( soon ...I think)


And @Radikalizm: You're asking me to take a big step by learning c++ but I won't yet. Because I know as good as you do that c++ is the language witch willl give me the functionality and stability I want but I won't move to c++ yet, I first want to get mor experience with FreeBASIC
Last edited by wahagn on Thu Mar 03, 2011 8:01 pm, edited 1 time in total.
“Any code of your own that you haven’t looked at for six or more months might as well have been written by someone else.”
(Eagleson’s Law)
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

It's OK!

First, play with Ninfa to know much more about 3D.

When You will begin to learn coding in c++ with Irrlicht, You will have beautiful supplied tutorials.

The hardest thing will be to set the environment of VisualC++, or , maybe, You will prefer other IDE for C++.

For now, my promised help to You with an example with a path-animator, good for driver games, a demo_path with few way-points, coded in Ninfa.

The BSP level is big one, You wait about 40 secs to load.

Here is the link :

http://www.filefactory.com/file/cada474/n/path.rar

Enjoy !
wahagn
Posts: 186
Joined: Sat Dec 06, 2008 5:11 pm
Location: Zundert (Netherlands)

Post by wahagn »

nespa wrote:It's OK!

First, play with Ninfa to know much more about 3D.

When You will begin to learn coding in c++ with Irrlicht, You will have beautiful supplied tutorials.

The hardest thing will be to set the environment of VisualC++, or , maybe, You will prefer other IDE for C++.

For now, my promised help to You with an example with a path-animator, good for driver games, a demo_path with few way-points, coded in Ninfa.

The BSP level is big one, You wait about 40 secs to load.

Here is the link :

http://www.filefactory.com/file/cada474/n/path.rar

Enjoy !

Right, thanks for the .rar I think that I won't use the code but I'll use the bsp the code I will write myself.... I hop I have a working demo saturday evening....


BTW: I did use c++ before and I learned the basics + I settet up the ide environment with Eclipse before so it's not that I don't have any experience
with c++ yet but I some point of c++ I didn't understand so I swithced to FB. But when I have enough experience with FB I will definitily move to c++ and ( I think ) understand the part I didn't understood when I was learning c++ before.
“Any code of your own that you haven’t looked at for six or more months might as well have been written by someone else.”
(Eagleson’s Law)
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

This combination between FreeBasic and Irrlicht, Newton and OpenAL is the easiest way to experiment 3D(in OpenGL and DirectX).

Being a wrapper, the functions are at higher level than c++, therefor they are easy to use.

The result is a compiled code, not interpreted, so it is very fast.

BTW, the BSP level You can use only for your tests, we have not rights to use it in commercial.

My code You can use as You wish, is free.

Good luck!
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

Here is the Clady3DTerrainSplatEditor, with GLSL and HLSL shader, works for OpenGL and DirectX9.0c.

You must have a graphic card with GLSL or HLSL capabilities.


http://www.filefactory.com/file/cadd81c ... latGUI.rar

Enjoy !
wahagn
Posts: 186
Joined: Sat Dec 06, 2008 5:11 pm
Location: Zundert (Netherlands)

Post by wahagn »

I think that I'll make it to get that demo, I promised, running before tomorrow evening. but I just have a problem with a model : I can't really model with advanced programs like 3dsmax (however I can model a bit with wings 3D) so I decided to use sketchup pro because it is easy and fast, but I got a problem... I made a model with skp and I exported it and loaded the file instead of the castle model in the ninfa 3d impreza example.... now the problem is that when that origianal castle model is loaded every thing is fine but when I replace it with my model the car doesn't colide with the model...

detail: the original castle model is a .x file and mine is a .3ds file exported with sketchup ( btw I already tried other format like .obj but the same thing happens evry time)
“Any code of your own that you haven’t looked at for six or more months might as well have been written by someone else.”
(Eagleson’s Law)
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

try anim8or, is free for models.
It can export in .3ds; there are many pluggins to export in other formats.

For maps, you can use map-scape from evolved home or cartography shop, is free too.
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

-what format is your model city?

careful do not forget these lines:

castle = LoadMesh("media2/test.x")
Dim As nBODY bdy10 = CreateBodyTree(castle,0)
PositionEntity(bdy10,0,0,0)
nespa
Posts: 167
Joined: Wed Feb 24, 2010 12:02 pm

Post by nespa »

if your model is .x format, need to be .x as a text file, not compiled.
wahagn
Posts: 186
Joined: Sat Dec 06, 2008 5:11 pm
Location: Zundert (Netherlands)

Post by wahagn »

nespa wrote:if your model is .x format, need to be .x as a text file, not compiled.
No, the original was a .x mine is a .3ds


EDIT: my .bas (till now) http://www.megaupload.com/?d=ISQLDVRI
“Any code of your own that you haven’t looked at for six or more months might as well have been written by someone else.”
(Eagleson’s Law)
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