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Re: Gamestudio 8.46 public beta [Re: 3run] #453793
08/13/15 10:27
08/13/15 10:27
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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I think I would like a capsule shape too, since I ran into collision problems too with fps games.
But is ellipsoid collision the default one and is it visible when clicking f11 twice?
I don't know if I even have ellipsoid collision activated (I only see retangles with f11).
sorry for my newbness at this tongue

Re: Gamestudio 8.46 public beta [Re: Reconnoiter] #453795
08/13/15 14:30
08/13/15 14:30
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Originally Posted By: Reconnoiter
But is ellipsoid collision the default one and is it visible when clicking f11 twice?
I don't know if I even have ellipsoid collision activated (I only see retangles with f11).
It depends on what kind of collusion you have (model vs sprite, model vs level block etc).
Take a look at this:


As you can see it's Ellipsoid vs Polygon, when you collide with terrain, map, level or model with POLYGON flag set on (moving entity is elipsoid, surface it collides with is polygonal). What I would like to have is to be able to switch between Capsule and Ellipsoid shape (same for trace with USE_BOX flag set on). I remember a lot of old wolf members asked for this before.

Best regards.


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Re: Gamestudio 8.46 public beta [Re: 3run] #453808
08/14/15 13:12
08/14/15 13:12
Joined: Jul 2000
Posts: 27,978
Frankfurt
jcl Offline OP

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jcl  Offline OP

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Frankfurt
A capsule shape had certainly advantages over an ellipsoid, but the ellipsoid is hardwired in the OBB library. It supports no other shapes for polygonal collision. But for other collision shapes you can use the physics engine.

Re: Gamestudio 8.46 public beta [Re: jcl] #453810
08/14/15 17:29
08/14/15 17:29
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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Originally Posted By: jcl
A capsule shape had certainly advantages over an ellipsoid, but the ellipsoid is hardwired in the OBB library. It supports no other shapes for polygonal collision. But for other collision shapes you can use the physics engine.
I know about the physX engine, it's another topic to disscuss.. cause it's outdated as hell and it's not suitable for advanced movement (only rigid one is).


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Re: Gamestudio 8.46 public beta [Re: 3run] #454027
08/25/15 07:09
08/25/15 07:09
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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yes, unfortunately OBB does not work safely without using workarounds.
(I don't even use c_move any more, just c_trace and vector operations that handles pushing/bouncing-off in case of collisions)

a better solution would be to upgrade to, and integrate PhysX3.3, as other engines did.

and a lot of collision problems could be avoided by integrating the Recast/Detour navmesh pathfinder, as other engines did (nearly finished by WJBender's Peragro plugin). this will prevent from a lot of useless collision with level surfaces, when movement is allowed only on navmesh surfaces. it would also result in much easier enemy AI creation.

but it would require investing some time...


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Re: Gamestudio 8.46 public beta [Re: sivan] #454029
08/25/15 07:35
08/25/15 07:35
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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Originally Posted By: sivan
a better solution would be to upgrade to, and integrate PhysX3.3, as other engines did.

and a lot of collision problems could be avoided by integrating the Recast/Detour navmesh pathfinder, as other engines did (nearly finished by WJBender's Peragro plugin). this will prevent from a lot of useless collision with level surfaces, when movement is allowed only on navmesh surfaces. it would also result in much easier enemy AI creation.

but it would require investing some time...
+1

If you aren't going to add any additional shape to OBB, then at least upgrade physX. There is almost finished plugin made by 3dgs_snake. Recast/Detour navmesh pathfinder will also be a great help!

Greets


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Re: Gamestudio 8.46 public beta [Re: sivan] #454042
08/25/15 16:43
08/25/15 16:43
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline
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Netherlands
Originally Posted By: sivan
yes, unfortunately OBB does not work safely without using workarounds.
(I don't even use c_move any more, just c_trace and vector operations that handles pushing/bouncing-off in case of collisions)

a better solution would be to upgrade to, and integrate PhysX3.3, as other engines did.

and a lot of collision problems could be avoided by integrating the Recast/Detour navmesh pathfinder, as other engines did (nearly finished by WJBender's Peragro plugin). this will prevent from a lot of useless collision with level surfaces, when movement is allowed only on navmesh surfaces. it would also result in much easier enemy AI creation.

but it would require investing some time...
, +1 here too.

Re: Gamestudio 8.46 public beta [Re: Reconnoiter] #454043
08/25/15 17:54
08/25/15 17:54
Joined: Jul 2000
Posts: 27,978
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

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Posts: 27,978
Frankfurt
Ok, I'll see what we can do for the next update.

Re: Gamestudio 8.46 public beta [Re: jcl] #454596
09/11/15 10:21
09/11/15 10:21
Joined: Jul 2000
Posts: 27,978
Frankfurt
jcl Offline OP

Chief Engineer
jcl  Offline OP

Chief Engineer

Joined: Jul 2000
Posts: 27,978
Frankfurt
A slightly newer version 8.46.3 was uploaded (same link).

This version contains a fix of the bug reported by kabus22: on some PCs a published game crashed on exit.

Re: Gamestudio 8.46 public beta [Re: jcl] #454615
09/11/15 20:05
09/11/15 20:05
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Neat!


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