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Re: Collision, wtf
[Re: aztec]
#328164
06/10/10 19:33
06/10/10 19:33
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Joined: Apr 2010
Posts: 265
Vinous_Beret
Member
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Member
Joined: Apr 2010
Posts: 265
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This Alien remind me of the last scene from the latest Indiana Jones movie It looks cool though true,the movie's name was:indiana Jones and ,,,oh,,crystal skull,,may be! damn it i forgot it. any way the head in the movie was a little bit taller
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Re: Collision, wtf
[Re: Vinous_Beret]
#328190
06/10/10 21:07
06/10/10 21:07
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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ChrisB, the thing I used to be complaining about was less the collision itself (c_trace never failed) but more about the way c_trace never used to have a good system with which to set what entities to ignore (ACTIVATE_PUSH worked but is a pain to implement in some cases). Also, model+terrain or model+model collision has failed on me before, but I don't know how that is with newer versions. Seems like that changed with the newest beta, there's now a new way to ignore mutliple groups, but now there's a bug in c_trace, they said... That's the sort of thing that bugged me. Neat work. At first I was wondering "that can't be realtime"... then I saw your "2 minutes" sentence
~"I never let school interfere with my education"~ -Mark Twain
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Re: Collision, wtf
[Re: Damocles_]
#328198
06/10/10 22:09
06/10/10 22:09
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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Very cool It's a great experiment, and might even be useful for pre-rendered cinematics if you expand it. Some possible future directions: Multisample anti-aliasing; Rendering animations; Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: Collision, wtf
[Re: Pappenheimer]
#328205
06/10/10 22:30
06/10/10 22:30
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Using c_trace for raytracing is forbidden in about 15 countries in the world. I just warn you, don't do that again or your soul will be multiplied with
var bernsteinBrillenglaeserOfDeath = 1 / 1024;
If you don't get this... compare it with floats and doubles ;-) ... Awesome Gamestudio hack!
Last edited by HeelX; 06/10/10 22:31.
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Re: Collision, wtf
[Re: HeelX]
#328207
06/10/10 22:59
06/10/10 22:59
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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Nice raytracing there. But what does raytracing have to do with collision gaps et al. People were walking through walls on spots where it wasn't the case for me. Sounds bad enough to me.
Last edited by Joozey; 06/10/10 23:00.
Click and join the 3dgs irc community! Room: #3dgs
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Re: Collision, wtf
[Re: Joozey]
#328209
06/10/10 23:53
06/10/10 23:53
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Joined: Mar 2006
Posts: 2,252
Hummel
Expert
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Expert
Joined: Mar 2006
Posts: 2,252
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But what does raytracing have to do with collision gaps et al. c_trace used for ray tracing ->self-explanatory, isnt it? awesome work you should dev a tool for the contest based on this some kind of baking software...
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Re: Collision, wtf
[Re: Hummel]
#328232
06/11/10 07:15
06/11/10 07:15
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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Damocles, couldn't that get very slow with lots of objects? In cases like ChrisB's example, not stopping after the first detection would be useless and a waste of CPU power... if the trace is long, that is.
Though in many cases, I would've loved to have gotten a sorted list back as a result of c_trace, it would've saved me many an hour...
~"I never let school interfere with my education"~ -Mark Twain
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Re: Collision, wtf
[Re: Germanunkol]
#328233
06/11/10 07:36
06/11/10 07:36
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Joined: May 2002
Posts: 7,441
ventilator
Senior Expert
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Senior Expert
Joined: May 2002
Posts: 7,441
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In cases like ChrisB's example, not stopping after the first detection would be useless and a waste of CPU power... if the trace is long, that is. i think internally c_trace already must have a list like that though since it somehow has to figure out what the nearest hit object is. it's unlikely that it automatically always hits the nearest object first.
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