Zellpop Posted April 24, 2011 Share Posted April 24, 2011 Hi .net peoples of Leadwerks. I'm making a game (but who isn't) and have met some obstacles on the way, and are hoping that someone here can nudge me in the right direction. First som info about the game. Its a 3D platform game where you drive/roll/jump around the world using a Sphere or similar gadget/device. Controlling: W forward, S break, Space jump and right mouse button down for steering with the mouse left right. After reading the online documentation Im still a tad lost. The Local axis(sphere) ends up all over the place as a result of the rolling. So I found AddBodyTorque as a solution (witch hopefully gives me the possibility to use traction to surface at a later point), the ball is accelerating like I would expect. But making it turn becomes very hard (the torque axis will very easy "loose" direction) I see some solutions * Start knitting instead, and use my PC as a paper weight * Buy the game (if it exists) * Use move or similar command instead * Use a tyre/monobike contraption dymmy thingie thingie (so I can use torque) * See what Aggror have done in his C# Sphere Game (a fast glance I couldn't find Torque there) Im using LE.Net and VB.Net So if you have some ideas for me Im happy to read them Hopefully is there enough information here to get brains go in to Hyper-mode Roy Vaulen Quote Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted April 26, 2011 Share Posted April 26, 2011 But making it turn becomes very hard (the torque axis will very easy "loose" direction) I don't quite understand the problem you are facing. Is there less traction than you expect for the sphere? Does the sphere head in the camera's direction instead of it's initial velocity? By the way, I would recommend using Leadwerks.Net, a different library than the shortened LE.Net. Lazlo would be able to offer the link since the forums were rolled back a month or so. There have been a lot of valuable updates to the library that make it very easy to use with VB or C#. Quote Link to comment Share on other sites More sharing options...
L B Posted April 26, 2011 Share Posted April 26, 2011 By the way, I would recommend using Leadwerks.Net, a different library than the shortened LE.Net. Lazlo would be able to offer the link since the forums were rolled back a month or so. There have been a lot of valuable updates to the library that make it very easy to use with VB or C#. Oh really what the fawk. My links have been rolled back? The credentials: leadwerks.chsarp/collaboration Quote Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted April 27, 2011 Share Posted April 27, 2011 Oh really what the fawk. My links have been rolled back? Yes, your links have been rolled back. Could you please repost the pinned links with the SVN page for those who weren't using Leadwerks.Net? Quote Link to comment Share on other sites More sharing options...
L B Posted April 27, 2011 Share Posted April 27, 2011 The page is http://www.assembla.com/spaces/leadwerks/, but I don't have time right now for a topic. Mind creating one for me? You could add this URL and the credentials, it would be nice Quote Link to comment Share on other sites More sharing options...
TylerH Posted April 29, 2011 Share Posted April 29, 2011 You'd have to use clientside vector prediction and CalcBodyOmega / CalcBodyVelocity to achieve the desired movement. Calling the other "AddXXX" commands directly just gives you addititve physics, which is the complete opposite of what you want. Optionally, you could use a simple spring to dampen the movement after you use AddBodyTorque or something similar; insanely high friction works as well. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
L B Posted May 1, 2011 Share Posted May 1, 2011 You'd have to use clientside vector prediction and CalcBodyOmega / CalcBodyVelocity to achieve the desired movement. Calling the other "AddXXX" commands directly just gives you addititve physics, which is the complete opposite of what you want. Optionally, you could use a simple spring to dampen the movement after you use AddBodyTorque or something similar; insanely high friction works as well. Tyler what the?! Hi. Man... Argh. Come back! And about that topic, I'd suggest frequent matrix updates with cubic spline interpolation. Quote Link to comment Share on other sites More sharing options...
TylerH Posted May 25, 2011 Share Posted May 25, 2011 Can't disagree with the matrix updates and spline interpolation, but if I recall Aggor's game I thought it used something with friction and forces, but it was more than a year ago so my memory is hardly reliable. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
L B Posted May 25, 2011 Share Posted May 25, 2011 I found someone who made a new type of interpolation for this system. It's really great looking. Quote Link to comment Share on other sites More sharing options...
Rekindled Phoenix Posted May 26, 2011 Share Posted May 26, 2011 I found someone who made a new type of interpolation for this system. It's really great looking. Share it with us! Quote Link to comment Share on other sites More sharing options...
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