Precise 3D Collisions Dll (P3DC.dll) V6.1
#341
Posted 30 December 2011 - 09:04 AM
#342
Posted 31 December 2011 - 06:42 PM
I have a problem with P3DC v6.00: the example 5 don't work correctly in v6.00 but it does in v5.00. the model rotations don't work. And I don't understand how p3dc_set_modrot works.
Thanks, Ciberman.
#343
Posted 02 January 2012 - 04:48 AM
i have objects that darw a walll so i can easily goto trhe room editor and make levels, but i never truly was able to make a good collsion script,
till i saw this but... its so confusing... any help ?
#344
Posted 09 January 2012 - 05:34 PM
Why would you ever need to calculate 65025 rays per step...?Are the ray tracing functions fast enough to be used 255x255 times per step without lag more than 10fps?
#345
Posted 10 January 2012 - 11:41 AM
I want to have dynamic shadows of animated models over uneven(slopy) terrain. I cant think of any other way to achieve this.Why would you ever need to calculate 65025 rays per step...?
Are the ray tracing functions fast enough to be used 255x255 times per step without lag more than 10fps?
#346
Posted 10 January 2012 - 02:55 PM
I want to have dynamic shadows of animated models over uneven(slopy) terrain. I cant think of any other way to achieve this.
Why would you ever need to calculate 65025 rays per step...?
Are the ray tracing functions fast enough to be used 255x255 times per step without lag more than 10fps?
Well, if you're going to do that, use the split functions, it'll help reduce the amount of processing power that is going to require.
#347
Posted 25 January 2012 - 01:50 PM
Thanks
#348
Posted 02 February 2012 - 09:56 PM
Well, if you're going to do that, use the split functions, it'll help reduce the amount of processing power that is going to require.
Even so, as I've found, the ray functions can be laggy if you do too many at once. I'm using them for steering on the ai, if I can make it fast enough for lots and lots of ai...
As it stands though the p3dc_ray_split isn't quick enough to handle a full steering system with only 3 feelers on more than about 4 ai's on my dev laptop (kept as a baseline - ideal to dev on). Tried p3dc_ray_first but it seemed to miss glaringly obvious parts of the main collision model - like a huge house that it was wiping it's face up against, which just happens to be being picked up by the normal p3dc_check_split commands
#349
Posted 09 February 2012 - 09:36 PM
Edited by THE_GAME_EDITOR, 13 February 2012 - 08:40 PM.
#350
Posted 11 February 2012 - 10:06 AM
Thanks
~~Brett14;
Edited by brett14, 11 February 2012 - 10:51 AM.
#351
Posted 20 February 2012 - 09:03 AM
#352
Posted 20 February 2012 - 06:01 PM
#353
Posted 21 February 2012 - 04:24 PM
___________________________________________
ERROR in
action number 1
of Create Event
for object obj_Player:
Error defining an external function.
Any ideas or do I need to give more information??
#354
Posted 21 February 2012 - 04:47 PM
#355
Posted 16 March 2012 - 07:46 PM
m = sqrt(normalx*normalx+normaly*normaly+normalz*normalz); normalx /= m; normaly /= m; normalz /= m;was changed to
m = sqrt(normalx*normalx+normaly*normaly+normalz*normalz); if(m == 0.0)m = 0.000000001; normalx /= m; normaly /= m; normalz /= m;Fixing a divide by zero error some people were having. Enjoy!!
PS: Check out my newest project: GameDev Studio
Cheers
~~Brett14;
#356
Posted 04 April 2012 - 02:56 AM
#357
Posted 17 April 2012 - 11:44 AM
Hello! First, I speak spanish. Sorry if I have any Mistake.
I have a problem with P3DC v6.00: the example 5 don't work correctly in v6.00 but it does in v5.00. the model rotations don't work. And I don't understand how p3dc_set_modrot works.
Thanks, Ciberman.
Hello.
Yes you are correct, example 5 at no point uses p3dc_set_modrot() and still has the arguments for rotation input into the ray-rotation script. Also i was wondering, P3DC used (or uses) Euler rotations for its collision checking. in the script p3dc_set_modrot it says the following:
[Arg0-2]: Creates a vector that represent the models rotation
Arg0: Vector X component
Arg1: Vector Y component
Arg2: Vector Z component
is this still Euler rotation? it is actually helpful if it is not Euler but i would like to make sure, also, if it is a different type of vector, which way does the vector go if the model is, for example facing along the x axis, is it in that direction? so 1,0,0? but i guess then it wouldnt know roll.. hmm, oh well i dont understand exactly how Euler rotations work so i may be way off, but anyway..
Thankyou!
-Aaron
Edited by aaron-1995, 17 April 2012 - 11:48 AM.
#358
Posted 19 April 2012 - 02:43 PM
Has anyone had a problem with p3dc_ray_split? I created a model from default shapes, split it, and did p3dc_check_split which worked fine; but then p3dc_ray_split was returning incorrect values. Right now I have it working in an unoptimized way by checking each model individually instead of adding them all together and checking ray casts on the split model.
the split methods, from what I've found, are really only useful in terms of calculating collisions for a player of sorts, where most of the rays vertors' are facing down.
#359
Posted 28 April 2012 - 03:21 PM
PS: Check out my newest project: GameDev Studio
Looking really awesome dude :D!
screenshots remind me a bit of gamemaker :3
#360
Posted 19 May 2012 - 11:32 AM
Edited by aaron-1995, 19 May 2012 - 12:30 PM.
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