Forum Topic: Pre-Alpha of my new 3D game

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dELtaluca

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Posted at: 3/8/09 06:46 PM

dELtaluca LIGHT LEVEL 20

Sign-Up: 04/16/04

Posts: 5,561

3D:
http://spamtheweb.com/ul/upload/080309/8 1631_hmap2.php

Arrow keys; top number is fps, bottom number is number of triangles rendered in that frame.
Fog is implented by drawing an extra triangle ontop of the textured triangle, hold space to remove fog.
As i said, no clipping (I never got round to adding it because i only did this as a test to see how many triangles i could render)

Example of physics:
http://spamtheweb.com/ul/upload/080309/8 1911_testinglalw.php

Arrow keys + Space to jump + Shift for slidey mode, Click to cause explosion (some terrain is destructibely) I apologise for shite sounds that are in it atm, ignore initial lag for the first few moments which is due to very few of the objects being initially at rest.

Clearly the physics here is a hell of a lot more intensive than anything you are going to need to implement slopes in your game.

My social worker says im special!

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StaliN98

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Posted at: 3/8/09 06:51 PM

StaliN98 LIGHT LEVEL 10

Sign-Up: 07/27/07

Posts: 690

Glaiel and delta don't need to give examples, you should pretty much accept what they say as law (you will live longer). Good luck with WOW, anyway.


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flaminggranny

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Posted at: 3/8/09 06:52 PM

flaminggranny FAB LEVEL 10

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Posts: 288

Good work, but I'm not sure what would happen if you combined the two (graphics and physics). I could implement slopes, but I'm using a tile array to create the levels, so it would require me to write a whole new system, that I don't think would improve gameplay that much.

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dELtaluca

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Posted at: 3/8/09 06:57 PM

dELtaluca LIGHT LEVEL 20

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At 3/8/09 06:52 PM, flaminggranny wrote: that I don't think would improve gameplay that much.

Having slopes, drops, etc would vastly improve the level of flexibility possible in your level design giving rise to much more varied gameplay and design possibilities.

My social worker says im special!

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IWasBanned

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Posted at: 3/8/09 06:59 PM

IWasBanned LIGHT LEVEL 02

Sign-Up: 03/03/09

Posts: 241

go fo the drops and jumps

- 1 step closer to Marble Blast Ultra

<3Columbian Roastmasters <3
Each time someone uses hitTest, God kills a kitten. Please, learn real collision testing. - henke37


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Glaiel-Gamer

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Posted at: 3/8/09 07:02 PM

Glaiel-Gamer NEUTRAL LEVEL 28

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At 3/8/09 06:43 PM, flaminggranny wrote: I have a innate problem with people who knock other people's work that haven't implemented anything like it, or at least, don't have any examples up to prove it.

I don't need to have done exactly what it is you want to do to know the limitations of it. I know exactly how to implement the type of ball physics you'd need for this game, I know the limitations of flash 3D engines (which frankly is why I don't do 3D in flash, I'd rather use the power flash has to do really good 2D), yet trying to say that your physics are too complicated for your game is inane and ridiculous.

Treat the sphere as a point and:
1-extra component for speed (x, y, z) : 8 bytes of memory
Store the slope (normal vector and slope vector) of each tile: 2 x 3 x 8 x #oftiles bytes of memory (for 100 tiles this is just over 4 KB, no big deal at all) and a Z-coordinate (8 bytes)
Adding the slope to the ball's speed on collision: (equation of a plane is Ax+By+Cz=D, A,B,C is the stored normal, you can easily pinpoint what tile your own (2 multiplications) then pump the ball's position into the plane equation (3 multiplications + 2 additions, and a greater than comparison), if you aren't doing bouncing this is even easier cause this is all you need, but even bouncing is a dot product (3 multiplications, 2 additions) and a subtraction (3 additions).

So your entire physics engine is a few KB of memory, plus 15 extra floating point operations per frame. What's the big deal with the physics exactly?


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The-EXP

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Posted at: 3/8/09 07:20 PM

The-EXP NEUTRAL LEVEL 16

Sign-Up: 05/03/04

Posts: 383

LEAVE HIM ALONE

Pre-Alpha of my new 3D game

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Frozenchaos-Nimda

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Posted at: 3/8/09 09:20 PM

Frozenchaos-Nimda LIGHT LEVEL 05

Sign-Up: 12/07/08

Posts: 68

ITs ok, but the collision is off. Try to work on that.


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