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Re: "Destructable Dirt" As in Liero [Re: xXxGuitar511] #179444
01/27/08 21:23
01/27/08 21:23
Joined: Oct 2003
Posts: 2,194
Saturn
Metal_Thrasher Offline OP
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Metal_Thrasher  Offline OP
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Posts: 2,194
Saturn
Quote:

thats just the normals, you'd need:

c_updatehull(ENTITY* ent, var frame)

"Recalculates collision hulls for the given entity to match the vertex positions of a certain frame (starting at 1 for the first frame). Call this function when you need the collision hull of a certain frame, or when you have applyied mesh manipulation functions to a frame. "



Ohh, alirght, that makes sense. I'll try this.

PS: In the mean time, and just out of curiosity. Can anybody think of any other ways to accomplish this "destructable dirt" efftect?

Last edited by Metal_Thrasher; 01/27/08 21:24.

-Johnny Thrash
Re: "Destructable Dirt" As in Liero [Re: Metal_Thrasher] #179445
01/28/08 10:16
01/28/08 10:16
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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If you use your fake-method with terrain which is inwardly pulled against a plane, you can only achieve good results if you use a very high detailed terrain. The same for models. This could be quiet nasty, especially because the areas where "the floor will be" are not orthogonal at all.

When going the pixel way, you have a high degree of details. The collision detection is a good point, but doable.

Have you already achieved some promising results?

Re: "Destructable Dirt" As in Liero [Re: HeelX] #179446
01/28/08 10:33
01/28/08 10:33
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
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ulf  Offline
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germany, dresden
there was a 3d game called redfaction that used a so called "geo mod engine" there you could build tunnels like in liero have a look here:

http://youtube.com/watch?v=yHLRlb16w0g

to get the idea. here is some information on how it works directly from the geomod programmer:

http://john.slagel.com/Geomods.html

hope this helps you.

Last edited by ulf; 01/28/08 10:34.
Re: Destructable Dirt As in Liero [Re: ulf] #179447
01/28/08 13:12
01/28/08 13:12
Joined: Feb 2007
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iuselitec Offline
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if you want it to be 3d i would look for a voxel engine. for example you could try voxlap by ken silverman.

if you want it to be polygon based then it would be like writing a modeling application. with functions like extrude and so on.

Re: Destructable Dirt As in Liero [Re: iuselitec] #179448
01/28/08 16:31
01/28/08 16:31
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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omg you do it all much too complicated!
use an easy bmap, which reprensent the level and if you want a tunnel paint the accoring texel, just as heelx said before.
As far as I heard it here, I guess you want to make a kind of 2.5D game?
The way I would think of how to make the map 3D is to use a kind of parallax shader. (OR you could use maybe 20 or more sprites that use that bmap and put it on top of each other, but that would still give you some small seams between it).

To realize it in 2D is pretty easy, but there is no common method I can think of that could accomplish that without some strange behavior in some case.

Re: Destructable Dirt As in Liero [Re: Scorpion] #179449
01/29/08 03:00
01/29/08 03:00
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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...the only problem with that method is collision.

However, I guess you could also do some pixel-reading instructions to see if that area is cleared first, before moving.


xXxGuitar511
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Re: Destructable Dirt As in Liero [Re: xXxGuitar511] #179450
01/29/08 05:47
01/29/08 05:47
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HeelX Offline
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You can do that -or- create an approximation of polygonal regions which are tested against simple collision shapes likes circles or rectangles. I shouldn't have said "polygonal" regions, because you might think I'm talking about meshes.. I talk only about a datamodel of it for calculations.

If you have this, you move your collision shape and if it intersects with an edge of a region, it collides - bingo!.. *stop moving*. To test if a shape collides you can test certain (or special) contact points per shape. This is non-trivial to beginners, because you have to basic knowledge about vector geometry and planes & lines in particular. Though, you can make a polygonal shape around your sprite and test this agains the environment shape.. then you have pixel precision.

To simplify it, DirectX has (through Lite-C) a lot of functions for this kind of stuff to quickly make a prototype... well, this is how I would try it.

I think if you google for "pixel based collision" or something like that you will get some articles, on gamedev.net (I think) there are some.

Last edited by HeelX; 01/29/08 05:48.
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