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Re: What are you working on?
[Re: ratchet]
#385471
10/18/11 19:06
10/18/11 19:06
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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Yes, the hitzone system is already finished. Acknex has this feature, too, at least since A6, it's called c_updatehull and reloads the (invisible) collision mesh from a certain frame. As the function is, of course, pretty slow, you should avoid every call when possible and thus I've made some optimizations: All enemies are saved in a linked list. Before you c_trace, I iterate over all enemies and check if they are close to the ray. Then I sort those close entities by distance to the trace origin and update only the collision mesh of the first 3 (any value is possible) enemies.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: What are you working on?
[Re: dice]
#385477
10/18/11 20:05
10/18/11 20:05
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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looks nice, im currently working on a td game too only for android.wondered what your doing for describing a path? I know i struggled with how i wanted to implement it. i ended up with a very unconventional way of doing it i think that still makes the game fun, but also works better form mobile phones. There are two types of towerdefense in my game: the one's with a preset path and the one's where monsters can decide which way they choose. For the first type I used the path tool in the wed editor... every level has its default path! The second type I implemented the Dijkstra-algorithm, where the monsters choose the shortest path to their goal. How did you implement youre way of "pathing" ? @dice : You should change the textures in the final version, they look like having too much noise perhaps ? Or use some Bloom filter to have more homogeneity on graphics, it looks like all elements and textures was not in the same ambient lightor not lit. Event if you don't use lights you can adjust luminosity of textures to matche better ? just my personnal taste. Anyway great game , a tower defense for 3DGS ! Keep it up. Hehe, I know the design looks horrible! Ill improve it when game mechanics work correctly. I dont know much about good texturing and lightning... at this time my game only uses the standard texture pack from 3DGS I also want to implement some terrains to let the environment look and feel better... I want to do so much!!! But thanks for the hints GreetZ dice ah. i missed this. i have several nodes that have "distance from entry" value most levels have about 6 values. once a character reaches a value, they choose a random next node of the next value up. this only allows seperate paths to have a 1 node depth before remerging onto a main path but as my maps are not big at all it shouldnt make a difference just have to do some creative level design
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Re: What are you working on?
[Re: lostclimate]
#385496
10/18/11 23:24
10/18/11 23:24
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Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
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OP
Expert
Joined: Apr 2008
Posts: 2,488
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Yes, the hitzone system is already finished. Acknex has this feature, too, at least since A6, it's called c_updatehull and reloads the (invisible) collision mesh from a certain frame. As the function is, of course, pretty slow, you should avoid every call when possible and thus I've made some optimizations @Sodoku : strange how A6/A8 engine works, in others engines you just access the nearest triangles to the ray and perform some math detection collision between rays end triangles. The reconstruction of some Hull is typical to 3DGS, taht's why it's slow ! In some other engines you have the general character collision shape for the level, and with raycast you can check on any polygon when the character is animated directly Well, this Hull system should be removed in A9 ! Just do like other engines , you create a capsule independant and just "attached to your character". Any collision ray if hit a character bounding box would perform more accurate math collision detection : Ray Vs List of triangles. ------------ Well i'm also very interested in your new solution Your Hitbix ssystem was great also , caus we could check what limb was hit and perhaps make custom reactions or lacunh custom animation (the ennemy drop teh gin when hit on the hand or foreharm for example) !
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Re: What are you working on?
[Re: ratchet]
#385556
10/19/11 23:13
10/19/11 23:13
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Joined: Feb 2009
Posts: 3,207 Germany, Magdeburg
Rei_Ayanami
Expert
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Expert
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
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Contextmenu added to a button with contextbuttons having tooltips. (Btw, we are rendering everything by ourselves in directX and use RTT to show it on screen, it's faster and you can animate any 2D Object in 3D + It allows better rendering to 3D-Objects!)
Last edited by Rei_Ayanami; 10/19/11 23:15.
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