tunnelsystem test

Posted By: ello

tunnelsystem test - 04/12/08 20:51

whatever this will lead to :


short movie

movement still a bit weird as i need to find a way to be independent from the view direction
Posted By: Blade280891

Re: tunnelsystem test - 04/12/08 21:39

wow, wierd and cool, could be good, for a futuristic racing game
Posted By: achaziel

Re: tunnelsystem test - 04/12/08 21:54

whoa, trippy O_o
Posted By: PHeMoX

Re: tunnelsystem test - 04/12/08 23:17

Trippy indeed! Keep us posted about the progress. \:\)
Posted By: Pappenheimer

Re: tunnelsystem test - 04/13/08 08:09

 Originally Posted By: ello
movement still a bit weird as i need to find a way to be independent from the view direction


Independent in what respect?
Posted By: ello

Re: tunnelsystem test - 04/13/08 15:47

independent to the direction. so even if the entity is pointing upwards or downward 90 degree, looking right or left should be possible. now its not:
 Code:
		xs *= 0.9;
		xs += (key_w-key_s)*speed*time_step;
		ps *= 0.9;
		ts *= 0.9;
		rs *= 0.9;
		ps -= (mouse_force.x)*speed*time_step;
		ts += (mouse_force.y)*speed*time_step;
		rs += (key_d-key_a)*time_step;
		c_rotate(me,vector(ps,ts,rs),GLIDE|IGNORE_YOU|IGNORE_PASSABLE|IGNORE_SPRITES);
		c_move(me,vector(xs*time_step,ys*time_step,zs*time_step),nullvector,GLIDE|IGNORE_PASSABLE|IGNORE_SPRITES);
		vec_set(camera.x,my.x);
		vec_set(camera.pan,my.pan);


this code results in uncontrolled fast rotations if you look up (or down) wards and try to look left or right.
Posted By: Joozey

Re: tunnelsystem test - 04/13/08 18:12

Trippy indeed @_@
Posted By: Pappenheimer

Re: tunnelsystem test - 04/13/08 18:18

I didn't code anything with c_rotate yet.
Sounds as if the axes of the rotating entity don't rotate with the entity.
I would create a debug panel where I can see the resulting values of the entity's pan, tilt, roll, to get an idea how they actually behave.
Posted By: Xarthor

Re: tunnelsystem test - 04/13/08 19:51

Try the c_rotate flag USE_AXISR

Very nice scene

[Comment: The rest was removed because of my stupidity]
Posted By: ello

Re: tunnelsystem test - 04/13/08 19:54

not really, but do you have a link?

and thanks for the USE_AXISR, that seems to do the job!
Posted By: Germanunkol

Re: tunnelsystem test - 04/14/08 06:45

nice one \:D
you should animate the walls and make the player play a ball, that bounces around. then you can make a race out of it or something...
it looks real cool \:D
Posted By: tindust

Re: tunnelsystem test - 04/15/08 03:42

Cool indeed! Is that skinned with a shader?
Posted By: frazzle

Re: tunnelsystem test - 04/20/08 13:18

Nice indeed, I like the effect of confusion ^^

Cheers

Frazzle
Posted By: sydan

Re: tunnelsystem test - 04/20/08 17:04

Hi Ello, your problem is a simple one, which I struggled over for ages. In you c_rotate you have INGORE_PASSABLE.. etc, put in AXIS_R as well, I think, look the 3DGS help files. That makes the object rotae regardless of room axis it solves your problem instantly, no other code needed.

Sydan
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