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Re: The 3DGS collision system is AWFUL. [Re: painkiller] #365874
03/29/11 20:15
03/29/11 20:15
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
I actually think that it is common to use a physics engine and optimized collision geometry for everything. Especially for bigger productions than hobby projects.

Well even iphone games for example made with Unity uses Physics and even some great RPG adventure semi open world runs great
with it laugh

So well , no problem for Hobbyst projects even on small systems as Iphone.
For PC , it have lot of power to really handle physics without problems, even on low PC. Even old AAA games used Physics.

So yes, for my part if i can have primitives, world, Ray trace
made with Nvidia Physics i'll do it !

Well just my opinion !



For

Re: The 3DGS collision system is AWFUL. [Re: ratchet] #365896
03/29/11 23:27
03/29/11 23:27
Joined: May 2008
Posts: 301
Oxy Offline
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Oxy  Offline
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Joined: May 2008
Posts: 301
PhysX needs to be installed first.
its not set up on many systems,

Good luck to get casual User Lucy to search, download and install a dangerous driver
to run a small Indy Game.

Its easier for her to click "next entry".

Using PhysX is overkill for many hobby games.
Requiering something extra to be installed is a deathnote.
(Its not Crysis or WoW, people will have very little patiance with a small Indy game)

The whole point Why Apple (iPhone etc) is so successful is because of
the design philosophy "It just works", for their products and software.

Re: The 3DGS collision system is AWFUL. [Re: Oxy] #365915
03/30/11 09:28
03/30/11 09:28
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
For simple games for simple puzzle, adventure games for lambda user i odn't think they expect great physics and A8 system is sufficient in this case.

FPS for example games are not for really lambda people , but more for people that like FPS games and lot of time, paly today FPS games. SO in that case no problem with Physix install !

Even some AAA RPG ask to install additionnal package like Physix and others.

In fact it really depends on your game type and the type of people you target to use or not Physix.
If really casual , not core gamer, well you can avoid i'm sure
Physix caus they don't exepect accurate or incredible simulation.

Once again is all up to you to decide laugh

Re: The 3DGS collision system is AWFUL. [Re: ratchet] #366617
04/05/11 18:36
04/05/11 18:36
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
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Redeemer  Offline OP
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Joined: Dec 2008
Posts: 1,660
North America
Yesterday I got curious and started making a test game with Gamestudio. In the game, the player entity uses a "collision mask" entity, that's shaped like a box and has its POLYGON flag set.

Unfortunately, I discovered that when other entities use c_move() for collision detection, they *always* perform collision detection as an ellipsoid, regardless of whether or not their POLYGON flag is set.

wwwwwhhhhhhhhhyyyyyyyy


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: The 3DGS collision system is AWFUL. [Re: Redeemer] #366620
04/05/11 18:55
04/05/11 18:55
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
use kniematic physics entites.


3333333333
Re: The 3DGS collision system is AWFUL. [Re: Quad] #366621
04/05/11 19:16
04/05/11 19:16
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
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Posts: 4,436
Germany, Luebeck
@Redeemer: JCL once said (and its also written in the manual) that you shall not use the polygon flag for dynamic (moving) entities.

Re: The 3DGS collision system is AWFUL. [Re: Xarthor] #366629
04/05/11 20:22
04/05/11 20:22
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
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Redeemer  Offline OP
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Joined: Dec 2008
Posts: 1,660
North America
Originally Posted By: Xarthor
@Redeemer: JCL once said (and its also written in the manual) that you shall not use the polygon flag for dynamic (moving) entities.

"should not" does not mean the same thing as "cannot". JCL makes several recommendations and suggestions for the layout of your code in the manual, but not all of them are good advice (in my opinion).

Originally Posted By: Quadraxas
use kniematic physics entites.

Honestly, I'd really rather not have to resort to using a full blown physics engine when all I want to do is make a proper box trace across the level.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: The 3DGS collision system is AWFUL. [Re: Redeemer] #366637
04/05/11 21:20
04/05/11 21:20
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
Honestly, I really don't like that jcl's isn't interested in community needs... I even hate that.
Same situation was with skills and "c_ignore" for A7, but ok, A7 wasn't supported (old version).
Now, there are a lot of users are asking for implementing different BBOX shapes, with good reasons...
We saying that ellipsoid isn't good for our needs! We don't want to use physics for our needs!
We made good examples, to explain all problems we face with ellipsoid BBOX, but is there any sense?!
WHY CAN'T WE GET ANY SUPPORT FROM HIM?! HE SEEMS ONLY IMPLEMENTING STAFF THAT HE LIKES!


Looking for free stuff?? Take a look here: http://badcom.at.ua
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Re: The 3DGS collision system is AWFUL. [Re: 3run] #366655
04/05/11 23:18
04/05/11 23:18
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline OP
Serious User
Redeemer  Offline OP
Serious User

Joined: Dec 2008
Posts: 1,660
North America
[/rage]


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: The 3DGS collision system is AWFUL. [Re: Redeemer] #366687
04/06/11 12:03
04/06/11 12:03
Joined: Jan 2002
Posts: 300
Usa
Rich Offline
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Rich  Offline
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Joined: Jan 2002
Posts: 300
Usa
Originally Posted By: Redeemer
Originally Posted By: Xarthor
@Redeemer: JCL once said (and its also written in the manual) that you shall not use the polygon flag for dynamic (moving) entities.

"should not" does not mean the same thing as "cannot". JCL makes several recommendations and suggestions for the layout of your code in the manual, but not all of them are good advice (in my opinion).


I agree. I think the reason was because "complex" objects can get hooked on each other, however a box is not complex at all. I've used this method in A7, with no performance hits (that I noticed), and worked the same in A8. I mainly did this because of the way entity vs entity collisions are handled. My ultimate solution was to look at other engines, as I need to focus on my projects.


A8 com / A7 free
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