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Ttiki

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  1. Hi everyone. I'm thinking a lot about baked physic simulation lately in a broad sense. I've been looking inside how different game engine handle this baked simulation. Like for exemple Or (Warning: I've never used Unity and don't know a thing) but like this tutorial for Unity : And I could give make a state of the art for different method for different engine but you get the point... I don't think I never needed to make my point in the first place as most of you already know what baked physic simulation is... One heavy and "old" way of doing it is vertex animation of course, allowing for "every" kind of simulation to be baked and easily readable by software. Just move each vertex for each frame. But yeah, not the most optimised way... And, apart from simplistic cloth simulation and rigid body sim, bone simulation doesn't allow for complex animations. I would love to speak about different baking physic simulation animations technics, and we could you use this forum post to do so. And, when I've done some free time on my own from my Ph.D. I will probably try to do a literature review on baked physic simulation method for in-game use (Yeah, stopping state of acting from my job to my hobby, what a great idea... I have nobody in my life, help) One thing I wanted to know (and I always I just goes and goes) but (if I set up this post correctly) I wanted to see and maybe talk about your experience with baked phys sim inside Leadwerks. I'm not interested in ULTRA for this poll as of yet, even though that is something I will visit eventually. I'm eager to see the results and maybe talk with you about your implementation of BPS animation in Leadwerks (and in general)
  2. I will try some implementation for Leadwerks. I'll probably keep this post to keep everyone interested posted. And if any one got any implementation on their own or some advice...
  3. Hello everyone. Quick question, has any of you had any experience with implementing Steam API and more precisely Steam Input API to Leadwerks and even with Ultra ?) I'm curious on the benefit, if any, to develop a connector to Steam API quickly in the development process to manage controller settings / game settings. Do you have one build for mouse and keyboard and another one controller ready ? Do you only have one build and just check in-game for if the user is using a controller or mouse/keyboard? How do you handle menus and GUIs, etc. That sort of thing.
  4. Ttiki

    No MacOS version?

    Yes, I see. Thank you very much and good luck for the future of Ultra!
  5. Ttiki

    No MacOS version?

    Hi. I thought Leadwerks was available to run on Mac OS? Am I crazy? Also, I know about Ultra App Kit being Mac OS ready, will Ultra Engine be accessible on Mac OS one day? I was wondering if I could use my Mac for developing my game or not. Thanks.
  6. Thank you so much. I didn't think self.entity:SetPickMode(Entity.BoxPick,true) self.entity:SetPickMode(Entity.BoxPick,true) would be the problem. Might have to check the documentation more thoroughly. As well as for the scale. Thank you very very much ! Have a nice day.
  7. Yeah, I already tried that. but the returned string was empty.
  8. There are two maps included: the first one, n1, represents the normal gameplay level or the first level. To reduce file size, I've removed most models from this map. It features a hospital bed with a pivot point to which the PlayerController.lua script is attached. This is where the Pick event occurs. Please bear in mind that the code might not be optimal as it's still under heavy development, and I haven't started optimizing it yet. At both ends of the corridor, you'll find two empty pivots named HallwayWaypointA and HallwayWaypointB. Just below, there's a black box containing the monster with the Nurse.lua script attached. Essentially, her script starts a random counter, and when the counter hits a certain value, she will spawn randomly at one of the two points in the hallway and then proceed to move to the other point. The test inside the PlayerController.lua script is to check if the player has their flashlight on and whether the nurse passes through the raycast. There's another box outside the map with a simple FPSController. When you try the game, you'll find that you can only move the camera. Press 'F' to turn the flashlight on/off, and 'q' to enter sleep mode, which enables the FPSController. Press 'q' again to return to the default game mode. The second map is a stripped-down version of the level without the outside box and without any brushes or models except for the floor. This map is better suited for testing purposes since it contains only the essential entities and brushes. Thank you very much for your help! If you have any questions, feel free to ask. I'm here to assist you! 2132315131_T3-L4-Dev.zip
  9. I can create an empty project with everything you need to test on your end if you want / have the time?
  10. No, it's not a child of anything. It a simple Pivot I've placed to avoid any confusion with the end point (i.e I'm sure what is the endpoint of the ray). Yeah, i've tried that as well with the new I've just made, no concluent changes happen. Do you mean something like World:GetCurrent():Pick() ?
  11. Ok, so after some more testing, I'm left even more confused. I know it's me again being stupid and missing something obvious, but I can't find the problem. When trying to hide the picked entity, it got hidden, but I couldn't see any changement. I thought it could have been a problem with some of my point entities. So I gave all my entities a KeyValue and logged which entity was being caught, but even then, the picked entity returned a KeyValue of nothing (" "). As I said, I'm on a map with just simple brush for the floor for the entity to walk on, the enemy, and my pivot which handles the player controller part by creating the light and the camera and which is used to detect if the enemy is passing through the light. I thought it could have been with the model of my enemy which has lots of children and different materials. So I deleted the model and attached my enemy script to a simple cylinder brush with Character collision and characters controller as physics mode. Each entity in the world, each brush have a simple script attached to it to set a key value for classname, which I log into the console in the Pick test. And now, the Pick entity is not even picking anything from the scene. I tried removing the Collision.Character and set a radius, nothing worked. I logged every position of the Pick (Pick start point and Pick end Point as well as the enemy position in the world, but still nothing. The enemy passes through the raycast, the coordinates tell me it should be picked up by the Pick method.
  12. The origin of the lightning is a spotlight I create inside the player controller script at the Start method. And thanks, I did not think of testing to hide the picked entity... I will try that...
  13. Hi everyone, I'm currently encountering an issue with a Pick operation in my Lua code and I'm hoping someone can help me figure out what I'm missing. Here's the context: I have a player controller, which is essentially a pivot that creates a light and a camera. The player controller doesn't involve any movement, the mouse position on the screen simply influences the camera rotation. I also have an enemy that randomly spawns and passes in front of the light, down a corridor. I want to check two things - if the light is on, and if the enemy crosses the light's path. If both conditions are met, I want to call a method from the player script to the enemy script. Here's the relevant part of my player controller code which handles the light being on and the Pick operation: function Script:UpdateWorld() [...] if not self.flashlight:Hidden() then local pickInfo = PickInfo() local i**** = self.entity.world:Pick( self.entity:GetPosition(), self.lightRayEnd:GetPosition(), pickInfo, .25, false, Collision.Character ) if i**** and pickInfo.entity:GetKeyValue("classname") == "npc_nurse" then pickInfo.entity.script:SetPlayerIsShiningLight() end end end The flashlight check works as expected. However, I'm having trouble with the Pick method. It seems to correctly pick up the enemy when it crosses the ray's path. But it also appears to pick up another entity. I've simplified my map to include only a floor for the enemy to walk on and the basic set-up for the player controller. I've confirmed that the KeyValue is being correctly set in the enemy script (in the Start method), and that the collision is set to Character. Through debugging (I've removed all the console debug statements from the code above for clarity), I found that when I test for the pick position, it returns 0,0,0. To make sure I wasn't missing something in my calculations, I created another pivot to mark the end of the raycast (self.lightRayEnd). Does anyone have any idea what I could be doing wrong, or what might be causing this issue? I appreciate any input or suggestions. Thanks!
  14. Hi! I've got a problem with my sprite sheet and particle emitter. I've already used sprite sheet that were smaller than 8 in terms of width and height. However, I've got a new sprite sheet which is 12 width by 12 height. However, in the editor, the value are stuck at 8 max. Is there a way to change this value ? Thank for your help.
  15. I didn't try midjourney yet, but it really interests me. I saw some really cool concept images made with it. However, I've been playing with Dall-e recently for some basic concept images. Here's some test for some Horror Lovecraftian realistic images (I can't remember the actual keywords I've inputed) However, just like @chsch because I wanted some horror related images, I got threaten of being banned from using DALL-E, even though I didn't ask for gory stuff.
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