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Re: Collision, wtf [Re: ventilator] #328239
06/11/10 08:44
06/11/10 08:44
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Quote:
c_trace used for ray tracing ->self-explanatory, isnt it? wink

Yes but the tracing is not the problem, c_move is.


Click and join the 3dgs irc community!
Room: #3dgs
Re: Collision, wtf [Re: Germanunkol] #328247
06/11/10 09:31
06/11/10 09:31
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Posts: 2,154
It would make sense to have a additional c_trace then,
something like

"c_trace_objects", which would get an additional parameter
like "max_num_of_objects"

Such that you can define after how many objects it will stop
filling the list.

---

The whole idea is, that a programmer can use this
for example to ignore all weapon models, all friends,
or shooting through walls or a group of enemies.

There is not silly hassle with assigning flags, or
"ignore" statements.

You can simply receive the list, and look though
it, regarding wich object makes sense to detect and wich
you like to ignore in this situation.

Re: Collision, wtf [Re: Damocles_] #328280
06/11/10 14:08
06/11/10 14:08
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
I think such a thing is a worthy request. It could be extremely useful. If you made a request in the Future forum I'd certainly second it, and I would hope others would as well laugh

Jibb


Formerly known as JulzMighty.
I made KarBOOM!
Re: Collision, wtf [Re: JibbSmart] #328309
06/11/10 19:25
06/11/10 19:25
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Posts: 2,252
indeed, just do it wink

Re: Collision, wtf [Re: Hummel] #328359
06/12/10 13:41
06/12/10 13:41
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Well, maybe someone else can post the request.

I dont like the way JCL responds.
Either no response, or some "I dont understand what you mean"
silly reply.

Re: Collision, wtf [Re: Damocles_] #328373
06/12/10 15:03
06/12/10 15:03
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Done.

Jibb

EDIT: Sorry about the off-topic, ChrisB.

Last edited by JulzMighty; 06/12/10 15:03.

Formerly known as JulzMighty.
I made KarBOOM!
Re: Collision, wtf [Re: ChrisB] #332957
07/13/10 08:39
07/13/10 08:39
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Frederick_Lim  Offline
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
I am not sure this thread is talking about collision but from my little experience the ellipsoid collision is tricky to tune for desire result.

For moving object over a un-even surface, the sphere collision hull that mean a sphere collider is prefer over ellipsoid. i.e. in my old project in order to make the tank move smoothly I use c_setminmax to make a sphere collision hull.

From 3DGS manual:
http://www.conitec.net/beta/collision.htm
Quote:
Gliding can be restricted to the XY plane by setting disable_z_glide to 1. By default the ellipsoid can move up any slope, no matter how steep it is. To restrict this motion you can alter the global variable move_min_z. If the contact normal's Z axis is less than this minimum value no gliding along Z will take place at all. Hitting the ground plane will result in a normal.z value of 1.0 (pointing straight up). Hitting the ceiling will yield -1.0 (straight down) and a head on collision with a perpendicular wall will have a normal.z value of 0. The default value of move_min_z is -1 which allows gliding at all angles. If you were to set it to 0.5 instead all slopes steeper than 60 degrees (=acos[0.5]) would cause the entity to stop and not glide up. This example is valid only for a spherical hull. For an ellipsoid some trial and error is required to find the right value. Rather than relying on move_min_zit is recommended that you place invisible entities in front of steep walls to block them off.


Since not much object is totally spherical and no level is just a flat surface, that's I think is the problem of collision system in 3DGS.

Though I haven't got much experience in Unity, I feel that their Capsule Collider is much more sophisticate compare to 3DGS's ellipsoid collision. I don't know the math behind collision, but I think the hemisphere of the Capsule is the key to make the collision works.

http://unity3d.com/support/documentation/Components/class-CapsuleCollider.html

Of course that is just my understand and it could be wrong.

Re: Collision, wtf [Re: Frederick_Lim] #332961
07/13/10 10:16
07/13/10 10:16
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
I think it would be cool if gamestudio supports capsules, since it are just
spheres and a cylinder. This might be a little more stable, and meaybe even faster than an ellipsoid.
I would suggest a feature request. laugh


Check out the throwing game here: The throwing game
Re: Collision, wtf [Re: Roel] #332971
07/13/10 10:56
07/13/10 10:56
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
User
Frederick_Lim  Offline
User

Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Most moden physics engines include capsule shape as primitive collision shape.
http://developer.nvidia.com/object/physx_features.html
http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Collision_Shapes

Since A8 will support PhysX, however it is not clear it will implement capsule collision shape or not.

Re: Collision, wtf [Re: Damocles_] #332972
07/13/10 11:02
07/13/10 11:02
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
User
Frederick_Lim  Offline
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Quote:
I dont like the way JCL responds.
Either no response, or some "I dont understand what you mean"
silly reply.


Agree, sometimes JCL respond is quite arrogant. wink

Last edited by Frederick_Lim; 07/13/10 11:03.
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