August 22, 2019, 06:59:13 AM

Author Topic: Universal 1st/3rd pers. AGK Framework( - physics) WIP  (Read 5824 times)

Offline GaborD

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Re: Universal 1st/3rd person AGK framwork(without physics)
« Reply #15 on: January 30, 2018, 08:27:04 PM »
But.. but.. noone would have noticed! :D

Offline Rick Nasher

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Re: Universal 1st/3rd person AGK framwork(without physics)
« Reply #16 on: February 01, 2018, 10:08:49 AM »
I can't lie..  ;D

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Offline Amon.

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #17 on: March 05, 2018, 04:08:00 PM »
Thanks, Rick. This just added a great deal to my knowledge of AGK2. Looking good so far. Waiting for a new update. :D
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Offline Rick Nasher

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #18 on: March 05, 2018, 06:42:27 PM »
Glad to be of help.

I've stripped, split up and restructured the code to get a better overview. I've modified the camera handling and refined a few things under the hood.

Currently am preparing the code for being able to use in multiplayer. That means enumerating type arrays and once works the way I like it I'll bring back in the stuff I took out. Need iron out a cam swapping from 1 to another player bug first.

Hope I can release a little update soon..




Road map:
V6.7  (04-03-2018)
*See if can store cam positions/orientations  in typevariables  and  use when switching players (needed for multplayer later on ) and when switch from 1 to another cam mode.


TO DO(not necessarily in this order):
Fase1 - Cam/Player handling.
- Demo cam mode, spinning round player?
- TopView cam mode?
- Put back other routines I took out previously.

Fase2 -  Collectables/ Fire mechanisms.
- Create  bullets collision detection.
- Scorch marks for bullet impact.
- Create item mngr a la jeppe's
- Ammo boxes/ bullet system/inventory/scorches/bullet holes, grenades righthand?
- Target image? /zoom mode?
- Labels /energy levels above players.

Fase3 - Environments.
- Terrain.
- Teleports/spawn points.
- Clouds, sun.
- Foliage?

Fase4 - Enemies/bots.
- NPC(follower/clingers) A*, AI

Fase5 - Networking.
- Peer2Peer (networking stack, msgs)
- Hosting/matchmaking Server?
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 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
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Offline RemiD

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #19 on: March 06, 2018, 08:26:42 AM »
@Rick>>i suggest that you try to code a pathfinding system before trying to code a turnmove detectcollisions reposition system, it will expand your mind about the possibilities and constraints...
Depending on the game, you don't need to detect collisions in 3d, so you can check if a turningmoving entity is inside an area or not, and depending on the result, allow a move or reposition it...

To detect collisions between a weapon / bullet and a character, you can always use linepicks and pickables or a meshesintersect-like... (with low details shapes)
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Offline Rick Nasher

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #20 on: March 21, 2018, 11:03:38 PM »
'Little' update, mostly under the hood.
Source Download <here>
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 B3D + physics + shaders + X-platform = AGK!
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Offline Naughty Alien

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #21 on: March 21, 2018, 11:47:21 PM »
..nice..im building Point and click adventure editor, and im wondering, does AGK license allow sales of such product ??

Offline Qube

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #22 on: March 22, 2018, 12:28:44 AM »
'Little' update, mostly under the hood.
Coming along really well :) - I still see the bug there with MacOS and the mouse look code. Not your bug but AGK's. I see there's a thread on the TGC forums about that MacOS mouse look bug and it's not been address yet. I think I'll whip up another example over the weekend so hopefully Paul will fix it.

..nice..im building Point and click adventure editor, and im wondering, does AGK license allow sales of such product ??
Of course :) there are no licensing issues on that side.
Until the next time...

Offline Rick Nasher

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #23 on: March 22, 2018, 07:22:12 AM »
Quote
Coming along really well :) - I still see the bug there with MacOS and the mouse look code. Not your bug but AGK's. I see there's a thread on the TGC forums about that MacOS mouse look bug and it's not been address yet. I think I'll whip up another example over the weekend so hopefully Paul will fix it.

Thanks, don't have a Mac so can't really check. Hope they'll fix it.
Do you have a url of the thread you're referring to?
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 B3D + physics + shaders + X-platform = AGK!
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Offline Qube

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #24 on: March 22, 2018, 03:49:02 PM »
Until the next time...

Offline Rick Nasher

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #25 on: March 24, 2018, 06:49:58 AM »
Many thanks Qube, I've just posted a reminder on the Bug Reports section of AGK.
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 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
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Offline Rick Nasher

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #26 on: December 09, 2018, 01:28:24 PM »
Hi guys,
Projects(and myself) -were kinda on hold- due to my health and other circumstances, but couldn't resist to check back at it.
(which is not all that good for me actually, but hey..)  :)


Re-did some things to make it more modular for the multi-player preps and also reduced FPS drop, caused by shadows on my low spec, ancient machine.
So can now choose between 3 shadow modes: optimized for speed, quality or a compromise between those two(default).




However I noticed an odd behavior:
-When turning round 360degrees in 3rd person cam mode, it appears the player object moves upwards a little (in the Y direction), perhaps while passing over it's own shadow??
-At same time happens also for the other 2 player objects, even while I'm only controlling the 1st player object?!



Can't really figure out why, as PlayerY variable remains the same and the other 2 players aren't linked to the controls at that time..
Wondering if it's an optical illusion, but don't think so.


Can anybody please confirm/debunk this odd behavior?
(control rotation by pressing A, D or using the mouse)

Sources Download Link(as usual) on:
http://www.mediafire.com/file/2w05fty0l510mdj/U3D13P_FW_V6.9.rar/file
 *Do not use IE for download for it can't handle the nasty popups of MediaFire(I use Chrome to avoid).
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 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
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Offline RemiD

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #27 on: December 09, 2018, 05:21:35 PM »
Quote
Projects(and myself) -were kinda on hold- due to my health and other circumstances, but couldn't resist to check back at it.
wondered what happened to you, since you were quite active around here ( i hope that you are ok ;D )


Quote
-When turning round 360degrees in 3rd person cam mode, it appears the player object moves upwards a little (in the Y direction), perhaps while passing over it's own shadow??
-At same time happens also for the other 2 player objects, even while I'm only controlling the 1st player object?!
it could be an error in your code, or a bug in AGK...

few things i would do to determine the cause :
->check in realtime the Yaw value and the Y value to see when this happens exactly
->check the MouseXSpeed value (or similar) or how you increment / decrement the Yaw value to see if there is some weird variation
->recode a similar look turn move function but without collider/physics
->check the procedures which affects all characters (to determine why they are all moved upward)
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Offline Rick Nasher

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #28 on: December 09, 2018, 06:35:14 PM »
@RemiD

Hehehe, indeed long time no hear, no see. How are you doing?


Unfortunately family related circumstances(I have a very ill family member, which takes a lot out of me and affects my resilience) caused it to tip over and worsened the condition. Add to that my overal physical condition and it's party-time(not).  :(
To makes things worse: this time it really takes a long time to get back to 'normal' levels.

Typing this alone already takes a lot( giving me headaches) so I probably shouldn't, but hey I'm just too bored.


Now to get back on topic:
I thought about that and if my condition permits I'll give it a try. Could be something I previously missed or AGK introduced a bug related to either rotation round the Y-axis(possible, as they recently increased performance) or has has to do with the shadow system(less likely).



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 B3D + physics + shaders + X-platform = AGK!
:D ..ALIENBREED *LIVES* (thanks to Qube).. :D
_______________________________________

Offline RemiD

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Re: Universal 1st/3rd person AGK framework(without physics)
« Reply #29 on: December 09, 2018, 07:10:55 PM »
a few suggestions to (maybe) improve your condition :
->decrease (or stop) eating gluten foods (obstruct the lymphatic pipes)
->decrease (or stop) eating fried foods (obstruct the lymphatic pipes)
->decrease sugar without fibers (fruits are ok, cane sugar jelly honey biscuits not ok or in little amount) (raise blood pressure)
->decrease the salt without fibers (raise blood pressure)
->sleep more
->stop ejaculating (taboo, i know, but some say sperm is made from stuff from the brain / spine)
->try intermittent fasting (basicaly you eat only during a 4-8 hours a day, then the body has 16-20hours to eliminate and repair)
->go outside a little each day and move and breath some fresh air

but as always, do what you want !



good luck with your project
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0