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Kingspace 3.4, New Update., Prepare yourself for insane FPS physics!
King Stephan
post Jan 20 2005, 08:20 AM
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New update: KingSpace 3.4 with user manual!
- Faster drawing
- Game Maker 6.1 or later
- New Texturizer update as well
- Raycasting functions - infinitely fast bullets

New Texturizer Update: Uses beta scripts from KS3.4! (On This Page)
- Only for game maker 6.1 or greater
- Much faster model drawing
- Basic GUI with menus instead of commands

Major Update v3.3
- A few new features, in particular a skybox. The map has been changed. .OBJ converter now works correctly with all models. Now able to load MilkShape 3D ASCII! New binary model format - not compatible with older .3do versions (much smaller file size).

Minor Update v3.2:
- Fixed billboard bug where normals are reversed

Minor Update v3.1:
- Faster collision checking (about 3x)
- Fixed bug with billboards
- Small new command in texturizer

For those of you who don't know, my latest project is a model support and terrain engine for Game Maker 6. This example will load a model file and use that as terrain in a First Person style demo. The models (.3do) are converted from Wavefront .obj files or MilkShape 3D ASCII .txt models. smile.gif

This isn't as big of an update as I thought it would be. I just couldn't wait anymore before releasing this (and the old version was dying away tongue.gif ).

That's right! .OBJ CONVERTER!! (yes, another one) Here are some new features:

- The Texturizer is now OPEN SOURCE
- The Texturizer now has a SMOOTH feature (command = "smooth"), which will blend the triangles together and give the appearence of a high quality model (used in the demo)
- Fixed sliding on sloped surfaces issue
- Now converts from .obj files instead or Anim8or files (I hate Anim8or)
- Even loads texture coords from .obj files.
- The Model Converter and the Texturizer are now merged into one program.
- .3DO files will load faster, but you can directly import .obj files into your game withought conversion.
- Enhanced terrain features
- Minor bug fixes

I've seen a couple other terrain examples and I didn't like them. They had horrible collision detection and response, unrealistic FPS physics, and they used many objects that weren't nessicary. This example not only has perfect collisions/responses, it only uses three objects: the terrain, the camera, and the pistol object. Some features are:

- Perfect, silky smooth collisions
- Optimised for maximum performance
- You can use abstract shapes in your terrain
- The camera will slide down steep surfaces
- I'm pretty sure it's bug free
- It is also an example of FPS physics, and skyboxes (you won't be able to see the skybox because you are in an enclosed level in the demo)
- Lots of support for models, including real-time manipulation functions
- Simple and easy to use
- Smooth mouselook

Here is a screenshot:



Please report any bugs that you may find, and also tell me if you experienced any noticable slowdown.
Download Now:
http://www.gameboxsoftware.com/files/KingSpace34.zip

This post has been edited by King Stephan: Jun 4 2005, 07:09 PM
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DrgnAK
post Jan 20 2005, 12:30 PM
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I wonder why no one's replying. I'll edit when I'm done.

I have four letters and one symbol to tell you how I feel about this. O M F G !

Lemme tell ya, that is sweet. It's just godly and I love it. I kinda didn't like the other one with the sliding down the slopes one, but this one doesn't have that... Stephen, you rock ^^

Only problem is that the room you made is too dark =D Maybe that's why no one is replying... or that the fact that it rocks so much stunned them into submission =D

This post has been edited by Another Gamer: Jan 20 2005, 12:52 PM
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3D2DGAMES
post Jan 20 2005, 12:49 PM
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this is really good smile.gif i might switch to 3D for a while (not shure)
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ThatGamesGuy
post Jan 20 2005, 01:58 PM
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@ King Stephan
How different is this from this: view topic?
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King Stephan
post Jan 20 2005, 02:44 PM
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Thanks for the nice replies everyone! The main reason that it's so dark is that there is lighting in this version.

ThatGamesGuy, I PMed you. smile.gif
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DrgnAK
post Jan 20 2005, 09:10 PM
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Ah, no wonder, lighting sweet, I didn't see that.
QUOTE
(I hate Anim8or)

Hey, I love that thing =D That or Lightwave =D

Now, to figure out how to use this blasted thing ^.^
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Rune Hunter
post Jan 20 2005, 09:12 PM
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this si great in all but I got a few questions.

What formats does this suport? //never mind I found out

Can you make a stage (with model collision) with pure game maker d3d?

Does this use model collision?

This post has been edited by Rune Hunter: Jan 20 2005, 09:13 PM
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King Stephan
post Jan 20 2005, 10:12 PM
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Hey, have you people tried out the smooth function in the texturizer? It's really useful!

Rune Hunter:

It support's .obj files and .3do files (and you can convert between them as well).

Yes, you can make an entire stage with a modeler and import it in this engine if that's what you mean.

And finally, YES, it does use REAL model collisions with accurate detection. Probably a first here.

Another Gamer:

Thanks for the nice reply. Here the main process of converting a model.

First create the model. (duh!) Then save it as an .obj file.

Now open texturizer. Press <Enter> and enter the command "loadmodel". Now find your model and load it.

Now you can texturize it, smooth it, rotate it, or whatever you want until it's the way you want it. Now save it as a .3do.

Please note that the texturizer will automatically load the texture coordinates for both .3DO files and .OBJ files! smile.gif

Now you can edit the main example to load your new model and have fun!
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Rune Hunter
post Jan 20 2005, 10:47 PM
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dude how did you get model collision. Did you use pure d3d functions for it? This is open source type thing so please tell me how.
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King Stephan
post Jan 20 2005, 11:12 PM
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I made my own collision functions. It was a lot of work but it was well worth it. I did bot have Direct3D do the collision checking ofr me (although I would have if it was possible).
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Rune Hunter
post Jan 20 2005, 11:21 PM
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I noticed it was alot of work!

You could change game maker d3d forever!

but woudl it possiblel to do it with simple things?

This post has been edited by Rune Hunter: Jan 20 2005, 11:21 PM
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DrgnAK
post Jan 20 2005, 11:27 PM
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Lol, yeah I kinda bashed my head on my desk a few times and figured it out
^^

Imma turn this to 3RD person later, is it okay if I release it? I'm not modding any of the underlaying code, just the camera.
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King Stephan
post Jan 20 2005, 11:31 PM
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Of course it's ok. The whole reason I made this was so people could use it. Feel free to modify it to your needs.
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Rune Hunter
post Jan 20 2005, 11:35 PM
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dang it, could you at least show me where the collision code is? I have a good idea of how to do this but please help me. I am good at d3d but not to this extent.


(sorry for spelling)
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King Stephan
post Jan 20 2005, 11:53 PM
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Alright, I'll explain this.

Notice a script called: terrain_getposition(x,y,z,radius)
Basically, you give it the camera's position (or the position of any object) and a radius, and it will assume the object is a sphere.

Notice this script: forced_direction(unit vector x,unit vector y,unit vector z,precision)
Normally if there is a collision between the sphere (mentioned above) and the terrain, the sphere will be moved outwards in the appropriate direction. However, if the difference between the appropriate direction and the direction defined by this script is less than a scaled value precision, it will move the sphere along this vector instead of the normal of the interfering triangles. This allows for sliding on steep surfaces, but standing still on slightly slanded planes.

Basically, the camera object is represented by a sphere. If this sphere is colliding with the terrain model array (terrain_getposition) then it will be moved outwards (explained above) by the required amount. You can use the script <forced_direction> to tell the engine whether you want to slide on steep surfaces or gently sloped sufaces or whatever. You can also tell it which direction to move the camera when there is a collision (and if the surface isn't too steep).

In the example, the forced direction is upwards. That means that when the camera collides with the terrain, it will normally be moved upwards by the required amound. However, this will change under certain circumstances (explained above). This allows for any kind of terrain imaginable, including floors, walls, ceilings, mountains, dips, hills, stairs, ramps, slides, or any combination of any shape you can think of.
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Rune Hunter
post Jan 20 2005, 11:57 PM
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alright and is it ok to take some scripts and put them in my game... well how about I talk to you later about that.

Thank you so much! I think I can figure this out by messing around now.
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Mikemaster
post Jan 21 2005, 12:26 AM
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Well, I wasn't really all that interested until I read about perfect collisions and smoothness. I gotta go study your code!
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ShadowStrike32
post Jan 21 2005, 12:33 AM
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DEUDE! U BEAT ME TO IT!
i has been trying to do collision checking for a while, but never figured it out! YOU ARE A LIFESAVER! ABSOLUTELY BRILLIANT!

now i can make a true first person shooter....... me he he
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King Stephan
post Jan 21 2005, 12:37 AM
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Well....it looks like this discussion is growing fast. I just got about 10 replies this hour. smile.gif If you have any questions, please PM me. Thanks for the nice replies everyone.
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Rune Hunter
post Jan 21 2005, 01:01 AM
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well I havn't relaly said good job yet so...

Great job Mr. King Stephan. You are very good at gm and have helped me alot just in the past 2 days.

You are the greatest!

now to study the code and see what I can do.
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