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AppGameKit Chat / [STICKY] OFFICIAL 3D PHYSICS DEMOS TIER 1

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Stab in the Dark software
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Posted: 5th Mar 2016 22:14 Edited at: 8th Jun 2016 16:31
As the title states this post will have 3D physics demos for AppGameKit Tier 1. I will try to add a Demo a Day until
I have covered all of the 3D physics commands currently available in Tier 1. Feedback is welcome.
The first demo is attached with a small amount of media for download. If a mod could make this a sticky I would be grateful.

This demo shows setting the 3D physics world and creating physics objects.


This demo shows the different methods used to Manipulate Physics Bodies.


This demo shows how to get contact reports for a physics object.



This Demo Shows how to use physics Joints.


This demo shows how to use ray casting and a pick joint.




The last demo is the character controller and ragdoll and is attached.
The coffee is lovely dark and deep,and I have code to write before I sleep.

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xCept
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Posted: 5th Mar 2016 23:36
As someone who has never followed the 3D developments of AppGameKit, this is very helpful to see where it's at! Thank you very much
BatVink
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Posted: 7th Mar 2016 09:04
Stuck. I used a rigid joint so it won't move
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Stab in the Dark software
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Posted: 7th Mar 2016 19:07
I have added a new demo to the first post. This demo covers how to manipulate physics bodies.
The coffee is lovely dark and deep,and I have code to write before I sleep.
blink0k
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Posted: 7th Mar 2016 22:22 Edited at: 7th Mar 2016 22:22
These are fantastic!!! Awesome work! Keep 'em coming!!
Thanks heaps!
Stab in the Dark software
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Posted: 8th Mar 2016 18:27
New Demo added to first post on How to get contact reports for a physics object.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Stab in the Dark software
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Posted: 30th Mar 2016 14:48
New Demo Added to first post on how to use the joint commands.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Scraggle
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Posted: 30th Mar 2016 23:00
You don't get many replies to this.
Just so you know - I do appreciate it and I'm sure this will be a very valuable resource when I am ready to look into 3D physics.

Good work
AGK V2 user - Tier 1 (mostly)
CJB
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Posted: 31st Mar 2016 10:22
Agreed! I'll be looking at doing something with 3D soon, so thanks for these STIDS!
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Posted: 31st Mar 2016 22:40
Thank you.
Could you make a controllable ball next time ?

Using AGKv2 Tier1
Stab in the Dark software
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Posted: 1st Apr 2016 00:24
Quote: "Could you make a controllable ball next time ?"


Just look at the ThrowBall() function. It shows how to move a dynamic body with linear velocity.
You can also use the angular velocity command to get it to roll. FYI both commands take a vector in world space.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Morcilla
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Posted: 20th Apr 2016 14:06
Very useful code indeed, thank you.
And yet, for example, I cannot figure out how to set up a vehicle to be handled over a mesh terrain.
Could you provide any tips? Thanks.
Stab in the Dark software
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Posted: 20th Apr 2016 14:58 Edited at: 20th Apr 2016 16:22
Quote: "Very useful code indeed, thank you.
And yet, for example, I cannot figure out how to set up a vehicle to be handled over a mesh terrain.
Could you provide any tips? Thanks."


Vehicles are not possible at the moment. The Game Creators would need to add more physics commands to AGK.

P.S. Unfortunately they have no intention of adding any more physics to AGK.

The coffee is lovely dark and deep,and I have code to write before I sleep.
Van B
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Posted: 20th Apr 2016 16:58
Very nice Stab' - much appreciated! - there is nothing worse than trying to figure this stuff out with no examples.

Let's hope that TGC decide that vehicles are a must.... I'd love to make a Trackmania game for tablets.
Mobiius
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Posted: 20th Apr 2016 17:14
Damn, that's very unfortunate news.

The next stage of my game once the core features are completed was vehicles.
Stab in the Dark software
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Posted: 20th Apr 2016 17:36
Officially as of today they declined my offer of vehicles physics code for AGK.
So it looks like AppGameKit Tier1 will have limited physics. It is possible in Tier 2 C++ for you to
develop your own vehicle physics but it will take extensive knowledge of Bullet physics and
AGK core.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Mobiius
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Posted: 20th Apr 2016 18:57
Well done TGC.
blink0k
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Posted: 20th Apr 2016 22:41
Ditto on the appreciated thing. Very useful stuff!
Morcilla
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Posted: 21st Apr 2016 09:35
Quote: "Officially as of today they declined my offer of vehicles physics code for AGK.
So it looks like AppGameKit Tier1 will have limited physics. It is possible in Tier 2 C++ for you to
develop your own vehicle physics but it will take extensive knowledge of Bullet physics and
AGK core. "


Alright, I thought it could be done, as shown in your thread [WIP AGKv2 Tier2] 3D Physics Raycast Vehicle Controller https://forum.thegamecreators.com/thread/216651
It seems I read it too fast
Perhaps you could pack & sell it as a plugin for AppGameKit by yourself... Oh well.
Mobiius
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Posted: 21st Apr 2016 09:43
And I notice that since you said TGC declined the offer of vehicle physics, this useful thread is no longer pinned...
Stab in the Dark software
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Posted: 21st Apr 2016 12:15 Edited at: 21st Apr 2016 12:18
Quote: "And I notice that since you said TGC declined the offer of vehicle physics, this useful thread is no longer pinned"


Well that only hurts the AppGameKit community. I guess there is not much point in adding anymore demos.
I thought that they would take these demos and add them to the AppGameKit download for all users to get access.
Well good luck with your projects AppGameKit users.

P.S. I guess that was news that they did not want the community to know.
I was just being truthful so users understood what was possible now and in the future.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Scraggle
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Posted: 21st Apr 2016 12:45
It's to be expected really.
Just another 'token gesture' command set that isn't fully supported but has just enough support for TGC to claim that AppGameKit supports it.
It's becoming a common recurring theme wth all of AGKs 'features'
AGK V2 user - Tier 1 (mostly)
Stab in the Dark software
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Posted: 21st Apr 2016 13:34 Edited at: 21st Apr 2016 13:35
It is understandable though, it requires funding to continue to add new features to AGK.
Since this relies on new sales of AppGameKit only without support from current users.
You can only do what you can afford.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Mobiius
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Posted: 21st Apr 2016 16:20
But it's not how you get new customers, or how to get existing customers to buy more products.
Stab in the Dark software
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Posted: 22nd Apr 2016 14:14
Since they unpinned this post I will no longer assist AppGameKit users with the 3D Physics.
Please direct your requests to TGC.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Resourceful
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Posted: 22nd Apr 2016 14:45
@Stab in the Dark software

sorry to read that they did

will you continue developing for DBP ?

Stab in the Dark software
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Posted: 22nd Apr 2016 14:58
Quote: "will you continue developing for DBP ?"


I stopped developing for DBPro over a year ago.
The coffee is lovely dark and deep,and I have code to write before I sleep.
MikeHart
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Posted: 22nd Apr 2016 15:06
I can't believe this. The ONLY developed game programming language left on the market that supports 3D officially and they drop the ball on important features. Not everyone wants and can run Unity or UE. Jeeez.
I guess the days of developing my own solution is closer than I wanted. Bummer.
-----------------------------------------------------------
Using AGK2 Tier 1
[a http://www.fantomgl.com]fantomEngine[/a] - A powerful 2D game framework
RickV
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Posted: 22nd Apr 2016 22:45
Hi,

I will give you our side of this for the record.

Firstly, we are still developing and investing in AppGameKit. It's a very important part of our business which powers apps we have made and more we're developing. With mobile becoming more and more prevalent and important it's key that we keep AppGameKit up to date and relevant.

StabInTheDark Software helped us greatly when we were working on the features promised in the original Kickstarter. Recently they have developed more techniques and offered them to us. We could not reach agreement with them based on a number of factors. That's not to say we will not expand the 3D Physics in the future, it was mainly a decision based on our own plans we have for AppGameKit.

Just over six weeks ago we released V2.0.18 - the next key release V2.0.19 is coming soon and will be on Steam Beta in about a week.

* The big surprise add is Exporting to HTML5.
* There's also all these changes;
- Joystick X/Y commands on Windows will now return 0 instead of -1 if the axis doesn't exist
- Fixed instanced objects disppearing on Android if the app was sent to the background
- Fixed depth textures as render targets not working on Windows, they were being replaced by internal depth buffers
- Fixed transparent objects not rendering properly when drawn over the dynamic skybox
- Fixed loading shaders with more than about 4000 characters causing a crash if it uses lights or fog
- Add RunApp(), GetAppRunning(), and TerminateApp() commands to Windows
- Set Android sensor refresh rate to 60fps to try and improve the update frequency on some devices
- Transitioned Windows to use the image loading routine used by other platforms, should be no noticeable changes
- Removed the dependency on atls.lib on Windows which improves compatibility with Express versions of Visual Studio
- Updated Android lib to version r11b of the Android NDK
- Updated SetRenderToImage to use 24bit depth buffers instead of 16bit where possible
- Added Raspberry Pi support
- Modified OpenToRead and OpenToWrite to be able to access the GPIO pins on Raspberry Pi
- Added new sample project to demonstrate GPIO pin usage
- Fixed GetUnixFromDate not returning the correct value if the year parameter is a leap year
- Fixed an object getting incorrectly culled if it had more than one mesh
- Added shader guide to detail how to write shaders for use with AGK
- Added commands to get the size of an object or mesh
- Fixed CloneObject not copying animation names to the new object
- Changed SetCameraFOV command to accept an FOV value of 0 to generate an orthographic matrix instead of a projection matrix
- Increase Tier 1 stack size from 1024 to 32768 to allow more recursion
- Fixed SetLocalNotification not overwriting the message of an existing notification
- Fixed CancelLocalNotification causing future notifications to have a blank message

Moving forward we'll be aiming to keep AppGameKit as stable and bug free as possible. We'll keep listening to the community to see what's most important to you all.

I'm re-pinning this thread, it was a mistake to unpin it and I apologise for that.

Rick
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Mobiius
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Posted: 23rd Apr 2016 22:53
Thanks for the update. hearing something is always better than hearing nothing. Silence breeds rumours and discontent, and I'm sure that this news will alleviate the tension and calm everyone down.

It's just a shame that the fantastic news that HTML5 is coming had to come in such an anticlimactic way.
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Posted: 24th Apr 2016 23:54
Quote: "alleviate the tension and calm everyone down"
Haha.... I was calm

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Morcilla
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Posted: 27th Apr 2016 09:36
Great news Rick, thanks for the info.
Glad to see this thread back as a sticky.
Quote: "- Added shader guide to detail how to write shaders for use with AGK"

That's great, I think most people is wondering how to implement code, so these kind of guides are very valuable.

In this line, it would be a nice idea to provide more information and guides about the 3d physics commands and framework.

Also, looking forward to see new functions on the 3d physics side, as the current techniques seem kind of basic and do not allow to compose a full-physics scenery.

Other than that, keep on the good work. This goes for you too, Stab.
Jambo B
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Posted: 1st May 2016 13:14
I've been away from AppGameKit for a bit (other things to do), but I have to say - these 3D physics demos are amazing.

Apart from the online help, does anyone know of any other good docs/tutorials for AGK2 3D and physics?

It's a shame that TGC aren't still working with Stab in the Dark to expand the 3D/physics even further. This is top-quality work.

Cheers,

James
Mobiius
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Posted: 2nd May 2016 13:26
Quote: " does anyone know of any other good docs/tutorials for AGK2 3D and physics?"

Only what's found on the forums.
Stab in the Dark software
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Posted: 26th May 2016 04:10
Added Ray Casting Demo
The coffee is lovely dark and deep,and I have code to write before I sleep.
Mobiius
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Posted: 26th May 2016 09:17
I'll be sure to check out the new demo. Many thanks, love the physics engine!
Humildadever
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Posted: 28th May 2016 23:03 Edited at: 28th May 2016 23:05
Hi! thanks for all source Stab in the Dark software!

Where is the code for this:
https://www.youtube.com/watch?v=y1B6OzYVJGo
Stab in the Dark software
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Posted: 30th May 2016 15:13
All the commands to create a character controller and ragdoll are in agk, you just need to code it yourself.
The coffee is lovely dark and deep,and I have code to write before I sleep.
micky4fun
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Posted: 30th May 2016 20:46
Hi All

Just wanted to add my thanks to Stab in the Dark for supplying the above demo's
being very new and pretty much clueless to 3d its very nice to see some of the commands in action
I am looking to make something in 3d a very basic game , pretty much just a one screen game
don't know quite what yet , but if I do come up with anything of interest I will post

Thanks again and look forward to anymore demo's
Mick
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Posted: 8th Jun 2016 00:46
We all waiting new demos and learn more about 3d!
Stab in the Dark software
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Posted: 8th Jun 2016 16:27 Edited at: 9th Jun 2016 01:01
Here is the last Demo which covers the character controller and ragdoll.
It has too many code files to post the snippet so I have attached the project to the first post
with the other downloads. I expect to see the character controller and ragdoll in everyone's project.
Unfortunately I think there is not enough AppGameKit coders left on the forums so I understand why they will not be adding
more physics to AGK.
The coffee is lovely dark and deep,and I have code to write before I sleep.

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Mobiius
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Posted: 8th Jun 2016 16:34
I'll be adding ragdolls to my engine! Make thanks for your continued support!
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Posted: 8th Jun 2016 23:39
Thanks! Great!
My RESPECT!


Resourceful
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Posted: 9th Jun 2016 09:26
it's sad that agk2 may not reach is full ability's
CJB
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Posted: 9th Jun 2016 10:50
Quote: "it's sad that agk2 may not reach is full ability's "
Why won't it?
V2 T1 (Mostly)
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BatVink
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Posted: 9th Jun 2016 11:42

VanB said it best here. It's all about expectations and capabilities of the developer.
AGK has more abilities than 95% of its users. Those 95% wouldn't know where to start with anything more complex than AGK.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Stab in the Dark software
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Posted: 10th Jun 2016 03:16
Quote: "AGK has more abilities than 95% of its users. Those 95% wouldn't know where to start with anything more complex than AGK. "


That could be said of any High level language but is no excuse for not adding it.

Quote: "It's all about expectations and capabilities of the developer. "


No, its about the almighty dollar/Pound. You can not get paying customers if the software is lacking basic functionality.
The coffee is lovely dark and deep,and I have code to write before I sleep.
BatVink
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Posted: 10th Jun 2016 07:43
What I don't understand is why you have started posting so many negative comments about a product you contributed to. There must have been a point when you thought it was good, but now you have nothing positive to say about it at all. It was only a few months ago you were posting really cool stuff like free flight and hull decomposition.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Quidquid latine dictum sit, altum sonatur
TutCity is being rebuilt
Mobiius
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Posted: 10th Jun 2016 11:13
Then TGC only paid him for half of his work, and the rest will never get used. Maybe...
Morcilla
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Posted: 10th Jun 2016 13:30
I think it should be time for TGC to reconsider and take advantage of his work to a full implementation...

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