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Project K


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#1 slayer 64

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Posted 10 November 2009 - 03:16 AM

  • Title: project K
  • Description: example of good collisions, shadow, and movement.
  • GM Version: 8.1
  • Registered: yes
  • File Type: gm81
  • File Size: 382 kb
  • File Link: Project K
Description

i got a hold of kingspace 3.4. i looked at it for a while and found the code that does the excellent collisions. credit to king stephen for that who i don't think visits the gmc anymore. i modified things and created this example. you can move around and collide with triangles. i added a shadow that adjusts to the slope of the triangle your standing on. there is an older gm7 version of prject K and a new modified faster version in gm8. i created the model using Master Editor 2


Posted Image Posted Image

Edited by slayer 64, 30 April 2012 - 02:28 AM.

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#2 Robert3DG+

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Posted 10 November 2009 - 03:36 AM

Looks promising, will download and review.
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#3 antome

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Posted 11 November 2009 - 08:05 AM

ditto, this looks interesting... i will download and review as soon as I can (probably the weekend)
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#4 Robert3DG+

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Posted 11 November 2009 - 09:01 AM

Worked good but I have some concerns. Se my last post in your Master Editor 2 thread for what I mean.
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#5 slayer 64

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Posted 13 November 2009 - 01:46 AM

update:
added a big gun
can load type 8 primitives (no alpha or color) and 9 primitives (alpha and color)
mode some code more efficient.

master 3dg, reason project K could only load models with alpha and color is because it was only reading lines with type 9. should all work good now.
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#6 Endorel

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Posted 13 November 2009 - 04:25 AM

Please upload an executable because I don't have GM7 pro on my internet computer (this one). Also, I searched for Kingspace but the link was broken! It apears that there are multiple versions of Kingspace too; are you using the latest one? It's a bit annoying how most of the things on this forum either have broken links or use unsecure hosting service. So anyway, how on earth did you download Kingspace :lol:?

#7 IamCalle

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Posted 13 November 2009 - 10:05 PM

I assume you are referring to the former GM user, King Stephan (Stephan Boyer). :lol:
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#8 Robert3DG+

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Posted 14 November 2009 - 12:55 AM

Ah that answers a lot then :lol:

I'll mess around with it more tonight and see what the new ME and PKs are capable of.

Here's some features I was think you could add to flesh out Project K more:

~A script and some demo objects that find the z of where their at in the room and then sit there (Like if you wanted to place pickups in the room, you could plop them down in the room editor and they'd automatically rest on any terrain they hit.)
~Harmful polygons, like triangles that register as harmful to the player and how to check for them (Spikes, lava pits, etc.) I've actually got this kind of working myself, I'm sure you could right it much better though.
~Moving platforms. Like a different platform object drawing a model and it moves. (Again, I've tried to get this working but it's sub-par at best)

Those are just some suggestions, will give more and or edit after trying the new PK :P

~Rob

Edited by robert3dg, 14 November 2009 - 12:56 AM.

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#9 antome

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Posted 15 November 2009 - 02:10 AM

Okay, I downloaded and checked it out, and so far it seems pretty promising. Keep it up!
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#10 RamboFox

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Posted 15 November 2009 - 05:06 AM

~Harmful polygons, like triangles that register as harmful to the player and how to check for them (Spikes, lava pits, etc.) I've actually got this kind of working myself, I'm sure you could right it much better though.

Or polygons with a value set to them? That function would be extremely helpful in coding A.I (restricting bots to a path that is integrated with the ground) or be equally useful in checking what surface you're on - it would make coding a rally game a breeze! (*EDIT* So that one of the 4 wheels on your car that is colliding a polygon knows whether that polygon has an ice attribute to it, or is asphalt, or even mud)

Also: Checking z variable is already done - have a look in the step event of the player object and you'll find a variable that sets it's shadow's z value.

Edited by RamboFox, 15 November 2009 - 05:08 AM.

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#11 Robert3DG+

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Posted 16 November 2009 - 09:03 AM

Okay, I downloaded and checked it out, and so far it seems pretty promising. Keep it up!



~Harmful polygons, like triangles that register as harmful to the player and how to check for them (Spikes, lava pits, etc.) I've actually got this kind of working myself, I'm sure you could right it much better though.

Or polygons with a value set to them? That function would be extremely helpful in coding A.I (restricting bots to a path that is integrated with the ground) or be equally useful in checking what surface you're on - it would make coding a rally game a breeze! (*EDIT* So that one of the 4 wheels on your car that is colliding a polygon knows whether that polygon has an ice attribute to it, or is asphalt, or even mud)

Also: Checking z variable is already done - have a look in the step event of the player object and you'll find a variable that sets it's shadow's z value.


Yeah, I just thought of using the shadow code as well. Great minds think a like ;)

Yeah, you worded my 'harmful polygons' better. Polygons with a value set to them is what I meant. My only concern is how that data would be exported and used by in-game objects.
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#12 jsorgeagames

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Posted 27 November 2009 - 08:18 PM

Nice! I've been looking for a collision engine like this for a long time.
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#13 Robert3DG+

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Posted 29 November 2009 - 04:12 AM

I almost had setting variable to polygons done and working and then my computer crashed :)

Back to the drawing board I suppose.
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#14 EucoDan

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Posted 02 December 2009 - 07:25 AM

Remarkable. I shall definitely be using this!
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#15 Endorel

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Posted 02 December 2009 - 02:47 PM

I made a youtube video for this :D.
link

#16 3D2DGAMES

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Posted 06 February 2010 - 12:29 AM

best 3d project yet. I would really love to see this develop into something even more awesome. keep up the good work!
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#17 Endorel

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Posted 06 February 2010 - 01:00 AM

If anything, credit King Stephan. Slayer64 is simply applying Kingspace (which is an engine made by King Stephan).

#18 3D2DGAMES

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Posted 06 February 2010 - 02:07 AM

yea King Stephan does need credit but for the amount of time that Slayer64 has been a member of GMC I would say he has some serious skill. After seeing this I went and checked out some of his blockman games. They are amazing and the second is one of my favorite computer games now.

There should be a community project to create a mario64 type engine. I think using project k would be amazing. I would be in on helping out to but only if it stayed within gm7. gm8=not for me.
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#19 Endorel

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Posted 06 February 2010 - 02:33 AM

Wow, and yet you've been a member since 2004? That's even longer than me :GM074:.

#20 3D2DGAMES

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Posted 06 February 2010 - 11:44 PM

how would you go about adding a moving platform to this engine?
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