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AppGameKit Showcase / Universal 1st/3rd person AGK framework(without physics)

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Rick Nasher
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Location: Amsterdam
Posted: 21st Mar 2018 23:11 Edited at: 21st Mar 2018 23:11
hoyoyo80
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Posted: 22nd Mar 2018 01:49
Wow, i try this after work, looks useful!
Rick Nasher
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Location: Amsterdam
Posted: 22nd Mar 2018 07:19 Edited at: 24th Mar 2018 06:29
It's getting there, but still lot's of stuff to be done. Progress is bit slow as I have to dose my time very well due to work and health issues.

I've split up the code so cannot really post it in a single code block anymore for will be too messy, lots of post's, so just put up a RAR archive for easy download.
Will post all in code blocks when completely done, for file hosting services can go down of course.

There's a bug with MacOS regarding the mouse look code as was brought my attention by Qube of SyntaxBomb. Apparently it's a bug of AppGameKit and there's a thread on the TGC forums about it that hasn' t been addressed yet. Qube said he'll bring it to AGK's attention so hopefully will be fixed.

Link to MacOS bug thanks to Qube https://forum.thegamecreators.com/thread/220725:
Cliff Mellangard 3DEGS
Developer
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Location: Sweden
Posted: 23rd Mar 2018 10:06
Blendman
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Location: Arkeos
Posted: 23rd Mar 2018 15:25 Edited at: 23rd Mar 2018 15:32
Hi

I have tried it, it's cool, but not universal .

If you change playerheight#= 120, the player isn't on the ground.

An idea to change that ?
AGK2 tier1 - http://www.dracaena-studio.com
GarBenjamin
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Joined: 30th Nov 2016
Location: USA
Posted: 23rd Mar 2018 17:08
Cool project Rick! I still need to check it out. Will try to do that this weekend.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
Rick Nasher
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Location: Amsterdam
Posted: 23rd Mar 2018 19:13 Edited at: 23rd Mar 2018 19:48
Thanks guys. It's very much a WIP

@Blendman

Quote: " I have tried it, it's cool, but not universal ."


Indeed it's more or less 'Universal' hehehe.

Quote: "
If you change playerheight#= 120, the player isn't on the ground.

An idea to change that ?"

Weird. Need to look into it, but probably have to change the Y value to be half the playersheight.. Probably made a mistake somewhere..

[EDIT]
Tested. I've doubled the playerheight# and got this as result:

So, that works, but when the player moves up a slope then partially sinks into it. The collider routine indeed isn't universal:
Quote: " object_hit = ObjectSphereSlide(0, oldPlayerX#, oldPlayerY#, oldPlayerZ#, newPlayerX#, newPlayerY#, newPlayerZ#, playerwidth#)"


And as playerwidth# isn't representative for playerheight#... hence the weird effect.
Good point. Will have to rethink this part.

We'll probably need at least 2 colliders: 1 as a spherecast for surroundings and 1 as sphere or raycast for below the player the player. This will also solve some other issues rightaway.
That is actually how I've done things before in Blitz3d so I shouldn't be surprised actually.
Rick Nasher
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Posted: 23rd Mar 2018 20:07 Edited at: 23rd Mar 2018 20:13
On slopes using 120:


A quick:


Gives this:


But the drawback is of course: the player isn't as width as he is high, so will make it more difficult to pass through narrow obstacles.
It's because initially I've started this of as a sphere and then change the player into a capsule.

Thanks for bringing this up, indeed 2 colliders are required.
Blendman
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Location: Arkeos
Posted: 25th Mar 2018 19:57
And if you use 2 colliders of the same size (capsule height 72, width40), one for the feet and the other for the rest and the head ?

First you try for the feet, then for the head, but dont change the y for the collider of the head.
AGK2 tier1 - http://www.dracaena-studio.com
hoyoyo80
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Posted: 10th Apr 2018 09:47
Yes, i think put one collider between knee and feet,cast in short distance every time it detect a collision, position the mesh with the height of the difference between feet and the collider.

Good project BTW.
Rick Nasher
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Posted: 14th Apr 2018 14:04
Thanks, still working on it. Collider bug will be fixed later. Currently checking if can get it to do multiplayer.
nonom
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Playing: L2j
Posted: 14th Apr 2018 19:31 Edited at: 29th Apr 2018 15:04
EdzUp
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Location: Citadel Cyberspace
Posted: 18th May 2018 13:24


This might help it's a random number generator which allows you the same results no matter what.
-EdzUp
Captain Ouais
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Location: France
Posted: 19th May 2018 06:42
it's super pretty !!! I just love it ::
I do what i do !!!
Rick Nasher
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Location: Amsterdam
Posted: 19th May 2018 17:04
Well, pretty is hardly the word hehehe.

But, when done, should be a nice example for a simple 3d multiplayer game for those who never encountered it.





fubarpk
AGK Developer
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Joined: 11th Jan 2005
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Posted: 27th Jun 2018 07:12
Nice project Rick Nasher
fubar

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