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Precise 3D Collisions Dll (P3DC.dll) V6.1


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#261 brett14

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Posted 31 May 2011 - 11:12 PM

Shouldn't, unless you're loading them with negative cords, and have the level split and do a split_collision check at the negative position.

Edited by brett14, 31 May 2011 - 11:13 PM.

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#262 Legojak

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Posted 06 June 2011 - 07:16 PM

3rd person P3DC! Download here.

It needs perfecting, sometimes you get stuck in a shape. :o
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#263 Brawl

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Posted 08 June 2011 - 05:16 PM

It would appear that the link on the original post is broken. I assume Legojak's link is the same thing? Sure hope so cause I'm downloading it. This sounds like a pretty nice DLL that will save me some trouble and hopefully clean up my code a bit. Programing all those collisions by hand is a pain! And messy too.
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#264 brett14

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Posted 08 June 2011 - 11:26 PM

Try again. It appears to be working fine for me, 64Digits goes down sometimes for short periods of time.
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#265 iceshield

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Posted 13 June 2011 - 07:04 PM

You can add to model , but you cannot delete vertex points and triangles and stuff from model , why? (i'm not good at this )
Could you add functions like p3dc_delete_block ? (or it is possible and i don't know ?)
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#266 ihato

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Posted 13 June 2011 - 08:37 PM

[noob]
Why are all scripts comment? :blink:
[/noob]

#267 brett14

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Posted 13 June 2011 - 11:27 PM

@Iceshield
Yes, it is possible but it would be very slow due to the way I handle the models (slow writing/changing data, fast reading). I may add a function soon. I'm loosing hope in GMApi or another alternative, so if it does not come out soon I'll just remove the dependency. It is possible to re-create the whole model with p3dc_begin_replace(...) but I assume that is not what you are looking for.

@ihato
With the help of GMAPI, I change where the functions point to in memory, so it will execute a function inside the dll instead of in gamemaker. It is faster than external_call(...) and I can add as many comments as I want with no overhead. (Well there is actually a little overhead, its equivalent to what is required to tell GM to run a script.)

Edited by brett14, 13 June 2011 - 11:42 PM.

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#268 Manuel777

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Posted 15 June 2011 - 05:30 AM

You reaaaally need to add 8.1 support, now more than ever because of the faster 3D drawing it has ;)
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#269 sneaky666

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Posted 02 July 2011 - 10:59 PM

When will you add 8.1 support? Also in my game tons of models are being drawn, and the fps needs to go higher, will your dll make the drawing process faster to increase the fps (not looking for the 3d collisions in particular).
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#270 dude579

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Posted 05 July 2011 - 07:28 PM

Is there a .gex of this? Would be really helpful
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#271 brett14

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Posted 06 July 2011 - 08:26 AM

Fixing it to be compatible with all versions of GM >=7. It will probably be released within the next 4-5 days.
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#272 brett14

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Posted 12 July 2011 - 11:41 PM

V6.00 is out, with GM 8.1 support! It is slightly faster than V5.02 and has the ability to overwrite parts of your models allowed you to edit them in realtime.

Enjoy
~Brett14;
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#273 Manuel777

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Posted 12 July 2011 - 11:54 PM

V6.00 is out, with GM 8.1 support! It is slightly faster than V5.02 and has the ability to overwrite parts of your models allowed you to edit them in realtime.

We loooooveee youuu! :wub: :wub: :wub:

Downloading now, will edit if i find something weird. ;)
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#274 brett14

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Posted 13 July 2011 - 12:41 AM

I rushed to get GM8.1 support in because I'm leaving for the rest of the summer in 6 days, and am fairly busy so I didn't get to test everything I would have liked to. It did break 5.02 support because of GMAPI, but with a little bit of tinkering it will be working just like it was before.

If you find errors, report them within the next 2-3 days, otherwise I can not guarantee they won't be fixed before september.
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#275 lostdarkwolf

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Posted 14 July 2011 - 05:28 AM

can someone please tell me where to find an obj to d3d converter that works with P3DC? Ive tried Marzipan and GMModelFix. both failed.
Ive compared brett's default level with my own in notepad and i cant notice any major differences.
when i load my level to draw and brett's level for collisions, it works. my level is also drawn correctly.
yet when i load my level for collisions at all, i get the "an unexpected error has occurred" message at start-up.

edit: I'll start a topic in the novice Q's forum

Edited by lostdarkwolf, 14 July 2011 - 10:44 PM.

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#276 Moolt

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Posted 14 July 2011 - 09:54 PM

First of all, thank you very much for updating!
But may I ask what happened to the p3dc_sort_model(...) function?
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#277 brett14

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Posted 14 July 2011 - 10:29 PM

I removed it because although it worked (most of the time), it was slow and I've never seen anybody actually use the p3dc_ray_first(...) function.
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#278 brett14

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Posted 15 July 2011 - 07:04 PM

Because of all the complaints and errors about loading models I've uploaded the code p3dc uses to load 3d models. If somebody could point out an error I'd be more than happy to fix it. Please see the first post for the link.
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#279 lostdarkwolf

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Posted 15 July 2011 - 09:54 PM

i think i found your model loading bug!!

the FIRST number in the vertex loading stage defines what args are present and THIER LOCATION
i dont know c++ for crap but it seems like that regardless of the first number, you load the model as:
X Y Z XTex YTex 0 0 0 0 0
because that's all the data you need.
HOWEVER, the layout is not always this way.
I've made a layout number sheet.
0 primitive end
1 primitive begin
2 X Y Z 0 0 0 0 0 0 0
3 X Y Z Color Alpha 0 0 0 0 0
4 X Y Z XTex YTex 0 0 0 0 0
5 X Y Z XTex YTex Color Alpha 0 0 0
6 X Y Z NX NY NZ 0 0 0 0
7 X Y Z NX NY NZ Color Alpha 0 0
8 X Y Z NX NY NZ XTex YTex 0 0
9 X Y Z NX NY NZ XTex YTex Color Alpha
EDIT: if you dont have time to fix this, i can make a vertex format converter.
EDIT2: thats whay i dont code in c++

Edited by lostdarkwolf, 16 July 2011 - 03:51 AM.

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#280 brett14

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Posted 15 July 2011 - 10:12 PM

I'm loading them all as X,Y,Z regardless of the first number. The rest are ignored. This is because all the primitives have 10 numbers following the type, and [X,Y,Z] are always the first 3. The rest does not matter, even the normals because they are calculated when adding the triangles.

Edited by brett14, 15 July 2011 - 10:19 PM.

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