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Re: What are you working on? [Re: MasterQ32] #408609
10/04/12 13:44
10/04/12 13:44
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Yay! Something I never quite liked about gamestudio was how much work it was to make proper UIs...


~"I never let school interfere with my education"~
-Mark Twain
Re: What are you working on? [Re: Germanunkol] #408613
10/04/12 15:30
10/04/12 15:30
Joined: Sep 2007
Posts: 101
Luxembourg
K
krial057 Offline
Member
krial057  Offline
Member
K

Joined: Sep 2007
Posts: 101
Luxembourg
Ty for your feedback.
@Heelx: The main idea is to make 3dgs more unity like. You can extend your entity by simply adding components(and those have always the same syntax and can easily be migrated from project to project). Components can be nearly everything(particle emitters, controllers, ...).
I now added the possibility to add singleton components. Singleton Components only run once per game(Input, Settings, Interface, ...). I also added the possibilty to set the execution order of components:
Code:
CPSetSingleton("Input", CPComponentListEarly);
CPSetSingleton("Interface", CPComponentListLate);
CPcurrentEntity = ent_create(CUBE_MDL, vector(10, 15, 20), NULL);
CPSetComponent("transform", "Transform");
CPSetComponent("player", "Player");


Furhter more i added the possibilty to store variables per instance with the help of macros. Now components look like this:
Code:
CPData(Player)
	Transform transformation;
	var health;
	void move;
CPDataEnd(Player)

CPStart(Player)
	this->transformation = CPGetComponent("transform");
	this->health = 20;
CPEnd(Player)

CPUpdate(Player)
	this->transformation->rotation->pan+=1*time_step;
	this->health += 0.5 * time_step;
	TransformTranslate(this->transformation, vector(1*time_step, 0, 0));
CPEnd(Player)

CPGui(Player)
	if(IPGetKey("Mouse left"))
		UILabel(1, UIRectC(20, 20, 200, 40), "Mouse left is hold down");
	if(IPGetKeyUp("a"))
		printf("a key released");
	if(IPGetKeyDown("a"))
		printf("a key pressed");
	if(UIButton(2, UIRectC(250, 100, 200, 40), "Hello, world!"))
	{
		printf("button pressed!");
	}
CPEnd(Player)



Last but not least, as you can see I started to implement a Input and frame based GUI component to 3dgs(will get like the unity gui, except that it will only run once per frame).
The first parameter for the GUI functions is an id. This will be no more needed if jcl implements the __Line__ and __File__ macros for 8.6 wink (ty jcl <3 )

regards Alain

Re: What are you working on? [Re: krial057] #408630
10/04/12 21:00
10/04/12 21:00
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
@Krial, ah that looks interesting. Looking forward to this, quite different approach than mine and others.

argh..you reminded me of my precompiler in need to rework "one day" -.-


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: What are you working on? [Re: Rackscha] #408645
10/05/12 07:10
10/05/12 07:10
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
@Krial: really cool concept, there are fine things in Unity to follow and to migrate, and this modular system seems to be very practical!
I use also nearly similar code snippets for my entities ordered into a few categories, only a few parameters differs, so your approach would really make easier my work laugh


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #408646
10/05/12 07:28
10/05/12 07:28
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
poor men's shadows in MapBuilder coming soon:

added static lightmap generation (based on the Wiki example) in my editor dealing with terrain, objects without own shadows, identifying object alpha textures, blurring. there will be a menu to adjust a lot of parameters to look nice together with terrain shading and other shadows. especially for free/extra users, and for low end pc users where pssm is slow. I'll integrate next pssm in a slightly modified version.
so I have to make soon another menu where the shadow scheme can be selected (decal shadows, decals, stencils, blurred stencils, lightmap, pssm in some compatible combinations)


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #408688
10/05/12 16:47
10/05/12 16:47
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
User
Emre  Offline
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
Hi guys, i'm working on new game. (fps/adventure/survival horror) http://www.youtube.com/watch?v=x4ClmubyiAc&feature




i'm using a7+newton btw.

Re: What are you working on? [Re: Emre] #408732
10/06/12 07:26
10/06/12 07:26
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Emre, looks nice laugh Map is awesome, as always laugh I wanted to ask, how you've handled collusions between player and newton rigid bodies?


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: What are you working on? [Re: 3run] #408746
10/06/12 16:39
10/06/12 16:39
Joined: Jul 2007
Posts: 619
Turkey, Izmir
Emre Offline
User
Emre  Offline
User

Joined: Jul 2007
Posts: 619
Turkey, Izmir
Hi 3run. Thank you for nice words. laugh

i used enable_impact.
Code:
if (event_type == EVENT_IMPACT)
{
	
	if(you==player&&my.ack_mass<80)
	{
		body_temp=my.skill99;
		my_kick.x=1;my_kick.y=0;my_kick.z=0;
		vec_rotate(my_kick,camera.pan);
		NewtonBodySetVelocity(body_temp, vectorf(my_kick.x, my_kick.y, my_kick.z));	
	}
}


Re: What are you working on? [Re: Emre] #408753
10/06/12 19:42
10/06/12 19:42
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Latest Screen:


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: What are you working on? [Re: rvL_eXile] #408757
10/06/12 21:29
10/06/12 21:29
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Looks very nice (except the crates), but the DoF effect really hurts the scene!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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