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Re: Collision, wtf [Re: aztec] #328164
06/10/10 19:33
06/10/10 19:33
Joined: Apr 2010
Posts: 265
V
Vinous_Beret Offline
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Vinous_Beret  Offline
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V

Joined: Apr 2010
Posts: 265
Originally Posted By: aztec
This Alien remind me of the last scene from the latest Indiana Jones movie grin
It looks cool though

true,the movie's name was:indiana Jones and ,,,oh,,crystal skull,,may be!
damn it i forgot it. mad
any way the head in the movie was a little bit taller grin

Re: Collision, wtf [Re: Vinous_Beret] #328190
06/10/10 21:07
06/10/10 21:07
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
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 grin


~"I never let school interfere with my education"~
-Mark Twain
Re: Collision, wtf [Re: Germanunkol] #328192
06/10/10 21:18
06/10/10 21:18
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
in a serious implementation, c_trace would
give out a sorted list of objects, with the objects and hitpositions.

This way the programmer could have full control of what to detect
and what to ignore.

----

the raytracing is really cool btw

Re: Collision, wtf [Re: Damocles_] #328198
06/10/10 22:09
06/10/10 22:09
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
Very cool laugh 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!
Re: Collision, wtf [Re: Damocles_] #328200
06/10/10 22:14
06/10/10 22:14
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Hm, looks almost like my renders in blender! wink
You used the same sky color! shocked grin

Would this work with a skybox, too?

Re: Collision, wtf [Re: Pappenheimer] #328205
06/10/10 22:30
06/10/10 22:30
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
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

Code:
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.
Re: Collision, wtf [Re: HeelX] #328207
06/10/10 22:59
06/10/10 22:59
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
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.

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Re: Collision, wtf [Re: Joozey] #328209
06/10/10 23:53
06/10/10 23:53
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
Quote:
But what does raytracing have to do with collision gaps et al.

c_trace used for ray tracing ->self-explanatory, isnt it? wink

awesome work laugh
you should dev a tool for the contest based on this wink
some kind of baking software...

Re: Collision, wtf [Re: Hummel] #328232
06/11/10 07:15
06/11/10 07:15
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
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
Re: Collision, wtf [Re: Germanunkol] #328233
06/11/10 07:36
06/11/10 07:36
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
Originally Posted By: Germanunkol
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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