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AppGameKit Chat / Is there anything like a Minecraft clone out there, made with AGK?

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puzzler2018
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Posted: 10th Jun 2018 18:32
Got the diverseries the wrong way round

puzzler2018
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Posted: 10th Jun 2018 21:27


Night folks - catch up in a day or three with more on this

fubarpk
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Posted: 10th Jun 2018 21:39
looking good night

Early in the morning here in Australia, too early to function without coffee lol
fubar
puzzler2018
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Posted: 10th Jun 2018 21:43
yep - make you sure drink lots of those.

ill start commenting everything from tomorrow, to show how it works

im still a beginner with memblocks but hope it learns everyone -

Thanks to lots people here - yourself, Santman, Janbo, Bengismo - everyone who as suggested things on memblock work



fubarpk
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Posted: 10th Jun 2018 22:05
Quote: "Memblocks always worried me as I didn't understand, but with further knowledge and understanding now they worry and confuse me lol"


The hardest thing with memblocks is knowing how they are setup in memory, just a simple cube memblock has many vertices and faces
that need to be shifted just to raise one corner of a block for example. The testing to find out which was a pain in the ass and its different
for other objects. That's about all I understand with memblock data from objects. Memblock music data is a little easier to follow once you
have learned the setup definition, and image memblocks being the easiest to work with.

But allot of my decision to try and work with memblocks was inspired by this thread



fubar
puzzler2018
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Posted: 10th Jun 2018 22:21 Edited at: 10th Jun 2018 22:24
correct - we have been advised that memblocks are the way to go for this type of venture, and quite honestly - a better way to make world games

the more and more peeps try and get into memblock programming the better for AppGameKit - this is where the "power" comes into what AppGameKit is truly capable of

Still confused - im sure we all can learn from each other and lead the way.

No more 2D for me.

No more 3D primitive objects for me

Mesh memblocks is the way to go...

I think ive come far with 7 months worth of proogramming training by you guys - Thank you so much
fubarpk
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Posted: 10th Jun 2018 23:04
Quote: "No more 3D primitive objects for me"


I still believe there is a use for primitives as a die has 6 sides and instead of 6 textures a texture map means you can use one texture.
Im not sure how the texture mapping works creating objects with memblocks as I haven't yet tested but I remember along time ago
when I was box modeling in 3DS Max even a basic box had to be mapped so that the texture was usable.
fubar
puzzler2018
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Posted: 10th Jun 2018 23:08
using primative objects just booooooms at the scale of this project

Not saying dont work with them - just suggesting its not best practice for this scale of a game - so have to find other ways
puzzler2018
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Posted: 10th Jun 2018 23:18 Edited at: 10th Jun 2018 23:20
It would be nice to try and understand if possible to create a memblock with many textural levels - we have 256 mesh indexes that could be used as different textural images.

Then there is mipmapping and such like

Instead of having say 4 objects layered on top of each chunk resembling a different texture takes memory (that lots) - should be one chunk not 4 layered one for each

So be worth while figuring out how to muti texture a chunk

and before I blow my brains out - time to sleep
fubarpk
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Posted: 10th Jun 2018 23:18
Quote: "using primative objects just booooooms at the scale of this project"


Agreed and it makes it easier to share code when you create them within your program

Im sure there must be a book about memblocks, if not a good tutorial that could be purchased
off steam or grouped with other packages would be a great idea especially if it detailed how
each type of memblock was stored in memory with simple example programs. Ide purchase
it if it wasn't too expensive as I know a little now but would be great for future reference.
fubar
fubarpk
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Posted: 10th Jun 2018 23:20
Quote: "It would be nice to try and understand if possible to create a memblock with many textural levels "


That's very much on the verge of a complete 3D development tool
fubar
puzzler2018
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Posted: 10th Jun 2018 23:21
If there is a tutorial - then guide me in the right direction to it
fubarpk
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Posted: 10th Jun 2018 23:37 Edited at: 10th Jun 2018 23:38
I think there has been newsletters with explanations about memblocks in the past with Darkbasic and I beleive also AGK
but finding the right newsletters is painstaking as there are hundreds of them and there is no easy way of traversing
through them that I am aware of. The AppGameKit Newsletters use the format
https://www.thegamecreators.com/pages/newsletters/newsletter_issue_1.html Its almost worth creating a simple program
that you could just traverse through them one at a time rather than editing in the browser to do so. Then for the more advanced
a tool that could search and return a link to the pages relevant to the search. Being in html it shouldnt be to hard to write a tool
i may even look into this later
fubar
puzzler2018
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Posted: 10th Jun 2018 23:49
cheers. ill have a peruse
puzzler2018
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Posted: 12th Jun 2018 21:33 Edited at: 12th Jun 2018 21:57
Its been that long while since ive touched 2D stuff - that I cannot remember how to do anything with 2D - floodfill on a 2D image,

here is is the pseudo version



This doesnt work - cause need setmemblock for images, but the principle is the above


Anyway,

Back to 3D work...
fubarpk
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Posted: 13th Jun 2018 00:37 Edited at: 13th Jun 2018 11:03
Think this is kinda what you want



That's close I think but it still has a problem with getting image data

I really think the problem is something to do with the recursive function and not the pickcolor
function as the error suggests
fubar
puzzler2018
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Posted: 15th Jun 2018 18:10
I have just seen a thread from Xaby with SetObjectMeshImage.....Genius...

If this does what I think it does - then this will be absolutely perfect for this... Shall do some testing this weekend

Spot On if it does what it says on the tin (as they say)

puzzler2018
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Posted: 16th Jun 2018 10:35 Edited at: 16th Jun 2018 11:39
Perfect - We now have multiple textures on one chunk object using MeshIDs on each memblock



Press the cursors UP and DOWN to move a chunk object (only moves 1 object mind, up and down in the air)

We now can move on to Perlin Map the world

puzzler2018
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Posted: 16th Jun 2018 16:44 Edited at: 16th Jun 2018 16:48
So in short - for the mesh indexes version - adds 4 objects to one single mesh



but then have to think about positions - cause setobjectposition wont work if working with memblocks, so i created a

SetObjectPositionOnMesh function which bring in

Object - The final object you want the final result to be applied to (this will be the final constructed object

Mesh - The mesh itself of the object you want to apply to

Mesh Index - The index you want to add to (for multiple texturing)

X,Y,Z - the offset to where you want the object to be positioned to



Move your mouse about

Simple, but very effective

Enjoy!!!
fubarpk
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Posted: 16th Jun 2018 18:22
The last post is a very nifty piece of code

Quote: "Perfect - We now have multiple textures on one chunk object using MeshIDs on each memblock
"
Unfortunately that example I get a crash with missing objects everytime I click the mouse and wasn't sure how else to move the blocks

But you definitely have solved some complex problems here and the last example could possible be used to make mesh objects from AppGameKit built in primitives
add some vertex/face selection modifications and you have built a fairly basic model editor in AppGameKit . I say basic not because it was easy but im comparing to very
complex modelling software that has allot more in it,
fubar
puzzler2018
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Posted: 16th Jun 2018 18:26 Edited at: 16th Jun 2018 18:28
yes and oops - the clicking of the mouse wont work - i set myself a challenge today just to get mutiple textures onto 1 object.

Ill work on the chunk identifying again next - cause the blocks are not neceaarily on meshindex 1 anymore - they will be on 1,2,3,4,5,6,..........

So need to a little working out on where the blocks are on what chunk and what meshindex for that to work

Be back soon with that

Please look at the MeshMeblock Functions thread
puzzler2018
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Posted: 22nd Jun 2018 20:44
No fresh news im afraid, but just wanted to bump this, i feel its important to get some bespoke memblock commands into place before can carry on here

https://forum.thegamecreators.com/thread/222071

wlll be worth while...

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