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darrenc182

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  1. I have a quick video that shows what I have been able to do with recast and detour. The first part of the video shows a character, you all might recognize him, as he first see the player, shoots at him and then tracks him down to try and finish the job. The second part of the video is basically the same thing, however there is blue mesh on the ground. The blue mesh is the navmesh that shows where the soldier can go. The barrel in the scene, breaks up the navmesh and blocks the most direct path for the soldier to go. The soldier as a result has to take a less direct route. The video can be found .
  2. That's what I was going to ask. I did see additional source code and header files that are not in the depreciated zip files available for download. I just don't know how to use them with detour and recast.
  3. Does anyone know how to use Detour to handle dynamic obstacles? I've been looking online in Mikko's blog however I did not get any information about it. I saw a video in this forum that was using spheres as dynamic objects and showing Detour performing path adjustments when the path is being blocked. The video I am referring to is here: . Any and all help will, as always, be greatly appreciated.
  4. Here is my code for creating a decal. Decal = CreateDecal(pick.surface, TFormPoint(Vec3(pick.X,pick.Y,pick.Z), NULL, pick.entity), 1.0f, 0); EntityParent(Decal, pick.entity); PaintEntity(Decal, LoadMaterial("abstract::dev_decal.mat")); UpdateMesh(Decal); AddMesh(Decal, pick.entity); time = AppTime(); sprintf(key, "%f", time+5000); SetEntityKey(Decal, "killtime", key); SetEntityCallback(Decal, (byte *)UpdateBulletDecalCallback, ENTITYCALLBACK_UPDATEPHYSICS); And here is the code for freeing the decal once the specified time has been reached. void __stdcall UpdateBulletDecalCallback(TEntity entity) { float time, time_value; str key_value; key_value = GetEntityKey(entity, "killtime"); time_value = flt(atof(key_value)); time=AppTime(); if(time>time_value) FreeEntity(entity); }
  5. I am setting the parent of the entity, but I'm not removing the parent until the user quits and I need the decal to disappear before then since these particular decals are bullet holes.
  6. Thanks for the reply Metatron. How do I remove the decal when the time passes. I make a call to FreeEntity when the set time expires, but that doesn't remove the decal.
  7. Decals won't disappear when freeing the entity. This use to work fine and it was the way I erased bullet decals after a certain amount of time. Does anyone know why the decals no longer disappear after the decal's entity is freed? Also is there a way to remove a decal after a certain time frame? I will post some code if needed upon request. Thanks in advance for all help and suggestions.
  8. Well now I know Lumooja is almost completely out to lunch, since the math doesn't work. I thought you were serious about FORTRAN being faster then C/C++ in I/O writing, but I couldn't wrap my brain around it since you can embed assembly language into C/C++ for the most optimization and therefore the fastest possible code for reading and writing to disk. I guess in the end it depends on what functions you use for your tests, but I can't see FORTRAN being faster than C/C++ and even if it was I don't see it being faster by much.
  9. I think your choppiness is due to how quickly you update the frame that needs to be play per clock cycle. You may need to update how you are determining when to play the next frame. The code I use to determine when to play the next frame in a sequence is below: next_frame = (AppTime() - animationStartTime) / frameSpeed; next_frame = fmodf(next_frame, m_fEndFrame - m_fStartFrame) + m_fStartFrame; frameSpeed is set to 30.0f which is how many frames to play per second. animationStartTime is updated by AppTime every frame m_fStartFrame and m_fEndFrame are the start and end frames for the current sequence. This setup works well for me and I use it for all my animations. Also I keep my blend to 1.0. I think you may be misunderstanding how the blend parameter works. From what I understand it determines how strong or fast the transition from one sequence to another must take place. I set mine to one because I want to go from one frame to another right away. I think that a blend parameter of less then one would work best in a slow motion scenario. This makes sense to me if you are playing the animation twice as slow as normal. In my case that would be playing the animation at 15 frames per second instead of 30 and setting the blend parameter to 0.5. Well hopefully that helps you out a bit.
  10. Why do you need any of those implemented into the engine?!?! Why can't you just include them in your game code?!?! That's one of my big problems with this engine. Things that are packed into the engine like Lua and Newton should be separate and included by the user. This allows for the engine creator to focus on what he/she does best, which would be the graphics in this case, and would allow for other people do what they do best. I would like to see the engine do terrain carving and switch to using voxels for rendering terrain. I don't really care about Anti aliasing because I think that can be done by the user and I remember hearing that when using deferred rendering anti aliasing doesn't yield great visual results. Cascade shadows is essential in this engine when working with terrain.
  11. Thanks macklebee. I was able to get rid of that message box.
  12. I'm not calling any of those scripts in my code. Does the engine call those scripts automatically and load them if the script is found?
  13. I am wondering how I can get rid of a message box that pops up when loading a scene in 2.32 and 2.4. The message box says can't open scripts/class. I do not use the leadwerks built in lua script and therefore I don't need any scripts made by leadwerks. Is there anyway to disable it or turn off?
  14. What about using a shader to do the vertex processing. You could use a vertex displacement mapping shader as a reference.
  15. I don't see how you could parent a mesh's vertices to a body. I think you would only be able to parent a mesh to a body. Now you could always define a mesh with the vertices that need to get parented to the body. I guess the only other option would be to do it manually. Instead of using ParentEntity and letting the engine do all of the work, you can get the body's matrix and apply it to the vertices every clock cycle or whenever it is needed. Those are my thoughts on the subject. Rick if you don't mind me asking what do you need to do this for?
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