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Kingspace 3.4, New Update. Prepare yourself for insane FPS physics!

#381 User is offline   King Stephan 

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Posted 24 May 2005 - 12:01 AM

Actually I made a quick GUI for the Texturizer and fixed MANY bugs. In this version, if you want to load a model then right-click on the model viewport. And if you want to load a texture then right-click on the texture view.

Download the file here:

Download Here

Urgent Note: This program will only work with Game Maker 6.1 because it uses the new model features!

This post has been edited by King Stephan: 24 May 2005 - 12:04 AM

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#382 User is offline   Obiki_San 

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Posted 24 May 2005 - 01:00 AM

Nice! It's alot faster to work with now. Hmmm do you think you could make the vertice appear in the 3d view. It would make it alot easier to see which triangle of the model is being selected. Maybe you could use the middle mouse button as well for dragging the camera and the new Mouse wheel feature in 6.1 to zoom in and out of the model.

Oh.. i see some pretty useful additions to the engine too. The skybox has now become an easy to use script and terrain_collision check. But one thing i've really noticed was model_delete. If this does what i think it does, this would keep the model array from getting way to large and perhaps slowing the game down abit.
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#383 User is offline   King Stephan 

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Posted 24 May 2005 - 05:22 AM

Yes, model_delete does function at it's best. I use it often myself. Also, the skybox script is something new, I thought it would be much easier. The true reason I made it was for speed (fps).

The Texturizer imitates the controls of MilkShape 3D. The Triangle outline would be useful if I could do it. Can I draw a line in 3D?

Also, I've been thinking about animations. The easiest would be using a separate model for each frame. But would that be a waste of memory? And how would I import these animations?
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#384 User is offline   mesenberg 

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Posted 24 May 2005 - 08:41 PM

Quote

Can I draw a line in 3D?

yes. I use the primatives pr_linestrip and color it.
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#385 User is offline   X Parasite 

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Posted 24 May 2005 - 10:40 PM

Ooh! The nest version of KingSpace should have line collision! And I know how you could make mesh-to-mesh collisions! You use line collision operations for the edges of the model! That way it checks if an edge of a model is in collision with a triangle of another model. So what do you think of that idea?
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#386 User is offline   Spengo 

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Posted 24 May 2005 - 11:23 PM

I dunno too much about the new model saving abilities gm6.1 will have, but I have a feeling that too many collision calls will lag up almost any game. :chikin
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#387 User is offline   X Parasite 

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Posted 25 May 2005 - 12:03 AM

The triangle would check, not the edge. Because there are more edges than there are traingles.
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#388 User is offline   King Stephan 

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Posted 25 May 2005 - 01:59 AM

Trust me...no way am I adding mesh-mesh collisions. I am expanding the functionality. Just last night I made some ray-casting functions, which would be mostly used for shooting and weaponry.

I also added a sphere-model collision function. What else should I add?

And perhaps I will add a wireframe overlay in the Texturizer.
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#389 User is offline   mesenberg 

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Posted 25 May 2005 - 12:45 PM

You should port your tutorial into the latest version.

Then you should make a cool game with it to get people so they actualy use it in a game. Thats what that one guy did to get Gadget3d popular, he made that one doom clone "doomed". :chikin

This post has been edited by mesenberg: 25 May 2005 - 12:47 PM

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#390 User is offline   The Intelligence 

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Posted 25 May 2005 - 09:00 PM

Quote

What else should I add?

Implement bounding boxes for the collision script.

For each triangle, find the greatest and least x, y, and y points to form a box. Then add the radius of the circle to the greater points and subtract it from the lesser points. Then check whether the position of the camera (just it's x, y, and z) is inside this box.

Then you can actually run your circle triangle test.

That's my suggestion.
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#391 User is offline   ninja 

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Posted 26 May 2005 - 04:29 AM

Hey guys, Long time no see. I just download Gamemaker 6 awhile back. King Stevephen, when I saw the screen shot of your new engine, I was very impressed. But when I downloaded it, I couldn't get it to work. I tried your engine first. When I told Gamemaker 6 to run KingSpace 3.3, it started loading normaly, but than the screen went black. After that your program stop running entireorly. By the way I can't get your texture program to work either. I am very dissapointed, becouse I really wanted to try your new engine. :GM5:
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#392 User is offline   Spengo 

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Posted 26 May 2005 - 04:49 AM

did you unzip the file? :GM5:
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#393 User is offline   ninja 

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Posted 27 May 2005 - 05:10 AM

Yes, Spengo, I did unzip the file. Maybe it's because I wasn't able to register gamemaker 6 yet. However, it didn't tell me that I needed to register when I tried to run KingSpace 3.3. It told me that I needed to register when ever I tried to run an editable program with gamemaker 6, registored only features. I don't know if KingSpace 3.3 has registered only features. Thanks for your help anyway. <_<

This post has been edited by ninja: 27 May 2005 - 05:11 AM

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#394 User is offline   Obiki_San 

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Posted 27 May 2005 - 05:24 AM

Kingspace using the whole d3d functions from GM. d3d is disabled to unregistered users so unfortunately you will need to register your version of GM6 to use King Stephan's engine.
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#395 User is offline   Gosupuru 

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Posted 29 May 2005 - 08:33 PM

dang, is it me or is this thread dying?
D3D is registered only, if you DID use them, it would say "this function is only availible in the registered version"
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#396 User is offline   RiChArD_fLoOd 

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Posted 30 May 2005 - 12:25 PM

the link has died :rolleyes:
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#397 User is offline   Gosupuru 

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Posted 30 May 2005 - 02:18 PM

wow....deadness, anyone know wth is taking KS so long to get KS4 ready?
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#398 User is offline   Sektor_Z 

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Posted 30 May 2005 - 03:07 PM

Hope he didnt gave up. He didnt! :rolleyes: We'll see when he posts.
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#399 User is offline   King Stephan 

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Posted 30 May 2005 - 04:49 PM

Trust me, I haven't given up. I haven't posted for a couple of days because I was taking a break. Well, I'm back now and continuing KingSpace. The reason I haven't released a new version of KingSpace is because I can't think of anything to add. I'm going to try The Intelligence's ideas about triangle bounding boxes.

Right now I'm really thinking hard about animation. I ould easily do a frame-by-frame system, but then how would I import the frames? Should the user import a separate model for each frame, and compile them to form a .3do animation? (I guess that means the format would change, too.)

Edit: OK, bounding boxes implemented. Now I can check for collisions with up to 20 of the default level models at full speed - that's over 1200 polygons!! KingSpace is getting much faster.

This post has been edited by King Stephan: 30 May 2005 - 07:23 PM

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#400 User is offline   Gosupuru 

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Posted 30 May 2005 - 08:51 PM

YAY!
the faster it is, the closer my group gets to finishing our GR remake.
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