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AppGameKit Studio Chat / Car/boat/plane etc physics Request Discussion

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fubarpk
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Posted: 21st Mar 2019 17:16
Ide like to see some car/boat/plane etc physics added but what sort of commands
do people think is needed before I add a request on GitHub


I think if we can narrow down what really is needed for the physics it may help in the development of new commands
fubar
Santman
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Posted: 21st Mar 2019 18:21
I think we'd need a whole new physics system for that, but let's go for it.

Boat and car physics would surely be the same, save for boat physics would need to link to moving water, which means linking to a shader. So boat....can't see that being possible.

Some basic vehicle physics would be good though so that a simple car was easier to create. Perhaps dedicated code to add a wheel, and the behaviour expected of it?

Plane physics.....not sure you need physics for that to be honest?? It moves how you make it, and only collision is an issue?
fubarpk
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Posted: 21st Mar 2019 18:44
Thanks Santman

Ive been thinking something like torcs http://torcs.sourceforge.net/ where you have specifications
of a vehicle ie number of wheels dimensions etc and this effects how it handles in respect to sliding around corners
etc. .I think blinks code for a car engine using bullet physics sure is a great effort. But theres other things needed and
i would think that if we setup cars as car physics objects then the engine would know how to handle them differently
.Some complex maths involved no doubt but im sure good car physics implimented would sway more people over to
using Vulkan
fubar
Raven
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Posted: 21st Mar 2019 20:18
Vulkan is merely a Low-Level Graphics API.
Assuming that it's properly implemented it has the potential on Asynchronous Graphics Architecture to see substantial Performance, Memory Footprint and Driver Overhead Reduction... which can lead to considerably gains (Graphically speaking) in terms of either Raw Performance or Scene Complexity.

The reason to switch, should be in the strength of it's implementation...
A Physics Engine is honestly for the most part autonomous from the Graphics Engine.

What should it have? Well a Versatile Core Set of Functions... anything beyond that as "Built-In" Functionality is a waste.
If you want to see Support for Pre-Made Car, Plane, Boat, etc. Physics... well that makes more sense as Template Scripts / Code, rather than Built-In Functionality.

Honestly, I'd actually say that any Modern Middleware Toolkit actually needs a Visual Node Script Editor.
They're excellent for Casual / Rapid Prototyping of Ideas, that you then edit the underlying Script / Code in order to Optimise.
Such a Visual Node Editor, could be used for Scripting, Shader (Material Editing), Logic / Program Flow, Artificial Intelligence, Properties Triggers and Connections, VR Interaction, User Interface Logic, etc.

With the best part being that such could be extensible.
Look at it like this... the Core Functionality of any Language / Engine, should as Non-Specific as Possible focused on Utility and Performance.
This in turn would allow the Script Nodes to be "Open Source" and Extensible basically as quickly as the Team can Produce said Template Nodes and/or the Community Share them via a Marketplace / Forum (which could have seamless integration).

It would be a much more Powerful Tool as a Result, without making the Background Language / Script more "Beginner Friendly" with a lot of Pre-Made Functions for things that really you should / could do within the Language itself.

Just a thought though.
Jeku
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Posted: 21st Mar 2019 21:16
I'm not sure AppGameKit should have specific physics functions for specific things like a car or boat. That kind of thing could be an add-on or user made.
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puzzler2018
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Posted: 21st Mar 2019 21:25
I can send the raw kinetic algorithm tomorrow once worked it out - i have it somewhere

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Santman
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Posted: 21st Mar 2019 21:51
So maybe what we're really saying is.....we'd like better physics. Or at least, better demos and documentation, as the current physics documentation is.....not very clear.

Maybe a working car demo, a working boat demo, a working....etc.
Stab in the Dark software
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Posted: 22nd Mar 2019 22:08
This was already done but was not wanted.

https://forum.thegamecreators.com/thread/216651
The coffee is lovely dark and deep,and I have code to write before I sleep.
puzzler2018
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Posted: 22nd Mar 2019 22:12 Edited at: 22nd Mar 2019 22:13
Smart arse - for some reason i dont like smart arses
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puzzler2018
User Banned
Posted: 22nd Mar 2019 22:26 Edited at: 22nd Mar 2019 22:28
To many may like to recreate our own. that would be more fullfilled on peoples learning. for me, i like to start from scratch and learn.

if get things wrong.. then understand why got it wrong... Not to be provided with a solution that someone else created - no one will ever
learn otherwise


I know you do fantastic work

Its nicer to make others understand why and how physics works instead of here is what we need to use.

Its easy to head to your thread and use it - WHAT HAS ANYONE LEARNT by that....??
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fubarpk
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Posted: 22nd Mar 2019 23:52
Quote: "This was already done but was not wanted."


Im sure there are people who would use it if it was available I know I for one would especially if it was available as a dll plugin for tier1
fubar
Rick Nasher
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Posted: 23rd Mar 2019 02:23 Edited at: 23rd Mar 2019 03:20
I certainly want it and I'm pretty sure most other people who use 3d would want it too.
It's just a necessity if you want to stay competitive with other engines.
There is a reason why other engines include this in their software:
It will skyrocket new exiting developments and also makes great advertisement for the AppGameKit product capabilities.

Just take a look at the interest blink0k's and Fubarpk's car physics attempt generated on the forum.
And then bare in mind this was only for cars! What if we could have boats, planes and rockets going besides the character controller and other already included stuff?


The currently used Bullet Physics Engine is one of the best in the world. It's even being used by Boston Dynamics to make our well known robotic little friend Atlas make all it's tricks, like backflipping, running and jumping around, doing parkour etc.

It's also OpenSource and has plenty C++ examples readily available, just a matter of converting it to Tier1 commands if you ask me:
https://github.com/bulletphysics/bullet3/tree/master/examples

And here's the wiki: https://en.wikipedia.org/wiki/Bullet_(software)


Also available for python: https://pybullet.org/Bullet/BulletFull/files.html
And an interesting read: https://pybullet.org/wordpress/



I really can't see why it shouldn't be included in such an already great product and complete the missing link?
We can already walk round on terrain, shoot/hit enemies, who fall down ragdoll style, now imagine also getting into a car, plane, spacecraft or boat and drive, sail or fly away. It's GTA-ish then.
Can you imagine the impact??

So here's my +1

BTW: I went over just a few of the forums threads and counted already at least over 20+ people that wanted it, and that was back then.
So I can imagine not everybody on the forums will respond even, but there's definitely a user base. And there will be even more if is included. People will be attracted.

@TGC, please take notice, for this is not just some none-sense bs request we're making here. It *will* be used.
Stab in the Dark software
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Posted: 23rd Mar 2019 12:21


The coffee is lovely dark and deep,and I have code to write before I sleep.
Zigi
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Posted: 23rd Mar 2019 12:53 Edited at: 23rd Mar 2019 12:57
Stab in the Dark software wrote: "This was already done but was not wanted."

Have you considered to release your projects as open-source and ask for donations or support on Patreon?
TGC clearly doesn't have the budget to hire you and I realize donations not going to pay you the bills, but you still working on these projects anyway in your spare time but nobody seems to benefit from your work that you constantly showcase and offer for sale on the forums.

Probably won't pay the bills but could buy you some staff you need everyday on an average day.
Just an idea.
Rick Nasher
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Posted: 23rd Mar 2019 22:55
@Stab
This is looking so awesome, Unreal Engine is kicking *ss. We really need this kind of thing. And we *can* at least to some degree if they just incorporate some stuff.
Apparently Unreal uses the Physics engine: https://docs.unrealengine.com/en-us/Engine/Physics

I've seen it before. Am a follower of your work for looks pretty cool.


@fubarpk
Did you post this is on GitHub already for apparently we're supposed to do our feature request there instead?
(Nope, just checked. Will post a request. If more people go there and support it than we might stand a chance, so please all join there to show our interest and make our voices heard. )

fubarpk
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Posted: 23rd Mar 2019 23:11
Quote: "Did you post this is on GitHub already for apparently we're supposed to do our feature request there instead?"

not yet I really was after a list of commands on what is needed and some idea of the workings, before I post on GitHub
this may make it easier for development and make it more likely to become a possibility but if @stabinthedarksoftware
has something that works well maybe that's something that could be brought into AppGameKit as some form of DLL upgrade
like Darkbasic had its maths library added. I know ide definitely want it as that could finish some older projects off.
I would like to see the car physics working with the gyroscope well. Blinks example of bullet physics is fantastic I think
and solves a problem that many have failed with in the past but the bullet method used doesn't work so well with
with the gyro and gives a kinda keyboard approach. I really should finish those projects in c but prefer to finish them with
basic as its just so much easier for development
fubar
Rick Nasher
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Posted: 24th Mar 2019 01:02 Edited at: 24th Mar 2019 01:23
@fubarpk
Quote: "stabinthedarksoftware has something that works well maybe that's something that could be brought into AppGameKit as some form of DLL upgrade
like Darkbasic had its maths library added. I know ide definitely want it as that could finish some older projects off."


I've suggested something like that in the past. Stab said it's not possible for AppGameKit would need to open up some stuff for that to be made possible, which they don't/won't.
Therefore I went ahead and already posted on GitHub

Used your title for ease of use and refered to this thread. Feel free to add.
The more the better. perhaps we'll be heard.
Raven
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Posted: 24th Mar 2019 20:02
I'd say that things have changed over the past Decade+ in regards to Middleware.
Specially in terms of Product Release, Business Model and Post-Release Support...

Still with this said, I wouldn't say this is actually a change … as much as it's more a shift in the common attitude.
Look at Unreal Engine, Unity 3D, etc.

Well consider both the Ecosystems and Costs of Development Vs. Costs of Release.
Sure... Unreal Engine was popular for Modification Development and as an Industry Standardised Middleware., but it didn't begin to gain much popularity beyond that until they changed to a Tier Royalty License Model.
The same is true for Unity 3D... remember at one point in time Dark BASIC Professional was actually the Market Leader, over Unity 3D.

That of course was before TGC for all intended purposes abandoned DBP in favour of FPSC.
Don't get me wrong here... there were other steps being taken that were sensible choices; such-as Dark GDK., which was a good idea to separate the Engine and Language into 2 Different Development Paths.
The thing was, that's just not what TGC ultimately did.

In fact we should today be looking at 3 Different Product Paths that are combined together to create the AppGameKit Studio Package.
That being the:
• Dark BASIC v2019 Language Specification (which is modernised on-top of the LLVM Toolchain and .NET/Mono Compatible for Multiplatform)
• TGC Development Environment, say something that is similar to Visual Code with an Open Expansion System along with In-House Developed Expansions, such-as the Visual Scene Editor
• TGC Middleware Engine (Vulkan / DirectX 12 / Metal Based., which could easily use Microsoft or AMD PAL)

You couple that with a Developer Help, Samples, and Community Sharing Website Frontend (akin to say Wiki-Knowledge or MSDN) … the majority of which are "Free"., which yes, I know that doesn't seem like a sensible business model.
But remember Software As A Services (SAAS) is commonplace today because, you can actually achieve a very healthy and stable income by gating via Subscription Tiers.
And note., there's a reason to ensure all three of the above are SEPERATE Production Paths.

Look at it like this... as it stands if you want to create an Extension / Expansion Library for Dark BASIC Professional or AGK., well do you do that within those Tools?
Of course not. You use a 3rd Party Application, such-as Visual Studio, Pure BASIC, etc.
And that's a mistake.

You want to ensure that outside of very Specialised / Edge-Cases., that your Product isn't reliant upon another in order to complete a Project from Start-to-Finish.
As, if for example I have to learn C/C++/C# in order to expand upon the limited Functionality that is holding me back., then eventually I'm just going to ask the question "Why don't I just template in X then switch to Y for actual Production?... after all I have to use it anyway."
In said regards... congrats, you've just lost that Developer to a Competing Toolchain.

I mean the same is true in regards to the potential income generation... if my Studio / Team is paying a Flat Fee, which is identical to an Individual Developer; then either you're under-charging a Team (which can afford a higher cost) or you're over-charging an Individual (who'll be discouraged by the initial cost-value proposition)

Those creating Expansion Libraries (such-as say Physics Libraries) … that's perhaps something important to keep in mind.
If you for example provide a "Core" Physics Library for Free., this gets people into using your Ecosystem... then you charge something nominal say £10-15 for the "Full / Advanced" Physics Library, or perhaps in the above case the Plug-In Tools for Maya / 3D Max / Blender that allows you to create the Fracture Geometry and output the Physics Model... (this should be usable in the 'Core' but just don't optimise it, meaning it isn't quite as "Fast" or capable of "As Detailed")
In this respect what you'll get are people using said Physics Expansion because... well it's Free and thus they have no costs involved to get comfortable with it... by then selling 'Advanced' elements, well they're already used to what the Core Package offers., they're already hooked into your Ecosystem.
What you're doing is allowing them access for the product to grow with their own proficiency.

And, you could even say reduce said "Buy In" by say providing it as a Yearly / Monthly Subscription... in this regard, people typically won't think twice about £2-3/Month but might at say £20 / Year... and definitely will at say £50 / Lifetime License. (as an individual)
While a lot of Publishers are moving to the SAAS Model, it doesn't mean they quite understand the concept behind it... hence why things like EA Access are not exactly "Great" Value.

The same is easily true for something like AGK... where it could easily be Tier Gated, via Team Tools.
Say an Individual License is Free., 1 - 5 is a nominal fee., 5 - 25 is a higher fee... while 25+ starts getting into 'expensive' territory.
The trick is to in essence make it slightly better value but you still always want that Individual Licence to be Free; this gets mass adoption … because people LOVE "Free"., still that doesn't mean it couldn't come with a limitation.
Say for example everything produced has Watermarks or such... meaning it's good for "Pet Projects", but if you actually want to sell; then you have upsell to the Paid Version.

The same is true in regards to access to Samples; and as I noted in my original response.
A Physics Engine shouldn't provide " MakeBoat( ) " as a Function, but instead should be providing example Scripts / Code that provide said Function but as something constructed in-language., expandable, editable and customisable.
Those scripts for "Free" Users could cost a nominal fee... say £1 - 2 / Script., where-as for Subscription users these are entirely Free and/or could even be packaged as part of the Samples Folder.

The idea is to disconnect the notion that the cost is with the Product per se, but Convivence Element of it along with Brand Trust / Recognition.
This can even extend to a Marketplace., where Scripts / Assets / Extensions / etc. sold by the Community of Developers, well they are sold with a small royalty overhead... I'd again Tier this, so different thresholds result in Lower Royalties.

I mean always remember here that it's better to have an Audience of 10,000 each paying an avg. of say £15 Vs. 1,000 each paying a set £75.
If you price yourself out of the market., then doesn't matter what you charge... just as it's far easier to Upsell to an Existing Fan., than it is to Sell-on-a-Promise.
Sure... Trial Versions can provide some of this., but remember that Trial Versions are like having a Swinging Axe over your Head... YOU KNOW that you only have a limited time with such product; and depending on the complexity it might never be enough time to get used / comfortable with it.
What you want instead is a situation where people have become SO accustomed to something, that they simply can't imagine using something else.

I mean you see this all the time in regards to Operating Systems... people don't like switching between Windows / Linux / MacOS., despite all three basically being almost identical today (function and usability wise) because it's the little things that will just drive you crazy.
And that's what you want to install within potential customers., that notion of "Eh.. it's strange and different... I don't want to use something else."
As this will then result in the need to for competitors to not simply compete but noticeably outshine., because it simply offers something that your product just doesn't do.

Sure, some of this is aimed at AppGameKit … and the "Physics" Suggestions here., but it's really a set of general rules of thumb to product development and business.
You want to be successful., you must be both Good Value and Stand Out.
Be something no one else is.
Jeku
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Posted: 25th Mar 2019 15:48
Why do people here want pre-made functions for things like boats, planes, and getting in and out of cars? These are too specific and don't make sense in a game engine. Unity doesn't have these built-in and most developers have to either make these themselves or they have to go to the asset store to buy them. We don't want this turning into T3DGM so let's give TGC the time to build a fully-capable language that allows us to expand and share our own assets with each other or program them ourselves.
Senior Software Engineer - RotoGrinders
puzzler2018
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Posted: 28th Mar 2019 22:12 Edited at: 28th Mar 2019 22:14
Furbarpk -you do what is comfortable to you. if you want to create this then go ahead - it be a good learning curve for you.

Dont let others drag you down..

Edited - - You know what you can do - and from experience you do remarkably well too - you follow your dreams.. keep going
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puzzler2018
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Posted: 28th Mar 2019 22:47
puzzler2018
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Posted: 28th Mar 2019 22:55
ok one more thing before i escape..

If no one truly as programming inside them and constantly asking for silly answers without learning the basics. then programming stuff may not be right for them

If one loves programming at the heart - then we will take things in no problem..

It falls under 3 categories

- Maybe its an interest,

- maybe its a full time hobby,

- but then maybe its a full time career.

First is beginner, second here is intermediate and last is advanced

Please change threads accordingly cause an advanced chap could be answering a beginners question - and for an advanced chap will make them feel "What a numpty"

There must be something to suggest that
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puzzler2018
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Posted: 28th Mar 2019 23:12 Edited at: 29th Mar 2019 01:11
Golly Gee Wilikers -- 4 messages now. I must need someone to talk to maybe
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puzzler2018
User Banned
Posted: 28th Mar 2019 23:45
Its nice to look after the SQL Server that makes this run - more threads more space etc. But SQL is super compressible intelligent these days, unlikes of many, so stop complaining that I send 66666666 threads bud. Chill out
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puzzler2018
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Posted: 28th Mar 2019 23:49 Edited at: 28th Mar 2019 23:51
As your master Jeku told you that multiple of posts is not in the AUP????

Get a grip Jeku man or be the first to make your own entry to the AUP

Ill be happy to listen to that idea - Your against freedom of speach it seems. Why dont you grow a head
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puzzler2018
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Posted: 28th Mar 2019 23:58
im sure your all winding me up...
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puzzler2018
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Posted: 29th Mar 2019 00:02 Edited at: 29th Mar 2019 11:02
All,

just look after each other. Stop been fightfull - im good as you and im [MOD EDIT] as you and all that [MOD EDIT]...


Stop been bullies.

Jeku - I like to see what you can do that what we can do... If you can hold this - then respect - but so far its all mouth - put your programming to the test please after all thats what we really here for
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puzzler2018
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Posted: 29th Mar 2019 00:05
im on for a patent 100,000k programming for work, so my programming is 2nd to none.. please dont judge anyone before get to know anyone
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puzzler2018
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Posted: 29th Mar 2019 00:14
Jeku - jealousy is a killer I know and like to get rid of who jealous about... Makes me sad - cause im sure your a good person at heart with programming knowledge that will go far too...


It doesnt matter to me what we wanna do anymore... All i know is that ill go far
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puzzler2018
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Posted: 29th Mar 2019 00:16
ive been complained about, about too much posts - awwww - im sure you will live - get a grip and look at yourselves more
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puzzler2018
User Banned
Posted: 29th Mar 2019 00:20
Jeku acts like a 1 yr old that hasnt got out of pram yet.

Anyway - move on
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puzzler2018
User Banned
Posted: 29th Mar 2019 00:28
This frustration must be the male menopause with no women - mid life crisis maybe lol x
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puzzler2018
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Posted: 29th Mar 2019 00:31 Edited at: 29th Mar 2019 11:06
[Video removed by Mod]
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puzzler2018
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Posted: 29th Mar 2019 00:40 Edited at: 29th Mar 2019 11:06
[Video removed by Mod]

@Puzzler You are treading on very thin ice. Keep on topic, stop spamming posts and definitely don't post risque videos on a family friendly forum.
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puzzler2018
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Posted: 29th Mar 2019 00:53 Edited at: 29th Mar 2019 11:06
[Video removed by Mod]

Like i say i reallly doesnt matter what you wanna do with me, i know i have a goal in life - i just havent found it yet


Hear it for first time... listen to it carefully for a 2nd time... some good knowledge
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KeithC
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Posted: 29th Mar 2019 01:59
Who are you talking to, Puzzler?
-Keith
Raven
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Posted: 29th Mar 2019 04:03 Edited at: 29th Mar 2019 04:07
The Next
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Posted: 29th Mar 2019 08:26
puzzler2018 you have been warned before about double posting like that if you do it again you will be placed on a long term post moderation, at this point you are just spamming the forum with so many posts.
Windows 10, Intel i7 4.2 GHz, 16GB DDR4, NVIDIA RTX 2060

Santman
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Posted: 29th Mar 2019 10:18 Edited at: 29th Mar 2019 10:26
Jeku

it's not just about premade functions. I'm well aware that some of this would fall on the developer to code, however the physics in AppGameKit are far from simple to implement, the examples are very basic, and the help articles are, in my opinion, often no use. For example......setting restitution. What's that when it's at home then? How does it link with everything else? What's the physics scale for, how does that impact anything else?

The point, I think, is partly that AppGameKit is a basic language, and if it takes days or even weeks of trial and error to get something as simple as a basic car moving over a landscape then you cant in any way claim its user friendly.

I'm aware the physics are far better aimed at 2d and that's also part of the problem.....game guru seems to have some good vehicle physics, so cant it be made easier for agk either with good examples, better help, or stock commands for common things... .like a scalable base car.
Stab in the Dark software
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Posted: 29th Mar 2019 13:20
Quote: "however the physics in AppGameKit are far from simple to implement, the examples are very basic, and the help articles are, in my opinion, often no use. For example......setting restitution. What's that when it's at home then? How does it link with everything else? What's the physics scale for, how does that impact anything else?"


The physics in AppGameKit is using the open source Bullet Physics Engine. You can read all about it at this forum

https://pybullet.org/Bullet/phpBB3/viewforum.php?f=9

Here is the PDF manual.

http://www.cs.kent.edu/~ruttan/GameEngines/lectures/Bullet_User_Manual.pdf

Quote: "game guru seems to have some good vehicle physics"


I have not seen any vehicle physics in GG. I think you are referring to some poorly made animations.
The coffee is lovely dark and deep,and I have code to write before I sleep.
Santman
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Posted: 29th Mar 2019 15:24
Well not sure if its game guru or the leader then, but I def saw a video with a humvee driving over a landscape.
Rick Nasher
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Posted: 30th Mar 2019 15:36 Edited at: 30th Mar 2019 15:37
Gee.. what the <beep> happened in this thread.
puzzler got a little puzzled??

Anyway. hope he get's back on track for I know he was sometimes overreacting a little bit, had that one time, when he thought I wasn't crediting his magnificent(has to be said) texturing code, which I just unthoughtfully put up as an example to let people see what can be done and promote AppGameKit, so more people would get interested and purchase it.
No need for all this. Life's too short. If I post something here I assume anyone interested is going to use it some way or another otherwise I wouldn't post it. Bit of the Blitz3d sharing culture I grew into.
I didn't realize people could be seeing differently, which is perhaps bit naïve/silly. And I have to be more careful with that.

But I think that's water under the bridge. Hope he gets reinstated for I think he's a good guy basically, who's work I admire and lets face it: all of us (coders especially) mostly have our own peculiarities, sometimes depending on time of day /state of mind too..

@Jeku
To get back onto the whole 3D physics thing:
We *don't* want everything premade, but it really helps for speed, if the physics lib for cars, boats, planes, rockets, cloth etc is build completely into AppGameKit Tier1, otherwise:
A) might slow things down too much, have to switch to Tier2(which we don't want),
B) will not be up to par with already created physics engines,
C) why re-invent the wheel ?
Stab in the Dark software
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Posted: 30th Mar 2019 16:10
Correct me if I am wrong but this video shows they already have 3D Cloth and particles running in real time In AGKstudio.
If they have the cloth physics they must have all the other physics working.

The coffee is lovely dark and deep,and I have code to write before I sleep.
fubarpk
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Posted: 30th Mar 2019 17:17
@Stab in the Dark software
That's a very good point there does seem to be cloth physics in that video perhaps I jumped the gun a little

I really was just looking for a way to get vehicle physics working better in what I have done, I will have a look at
the pdf for bullet physics usually the math is what lets me down and I think I share that problem with other users.
Hence why I made this thread a discussion before placing on the hub, not to fussed about how its achieved and
if some plugin was required ide be likely to purchase it as I have purchased plugins in past for DBPro etc but
if a plugin can/cant be produced due to exportability im not really sure.


fubar
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Posted: 30th Mar 2019 20:08
Maybe they could prove with a downloadable executable, that what we see in the video as running in real time in AppGameKit
is in fact happening. This would go a long way at selling what AppGameKit is capable of. I am a little suspicious that the video is
showing that scene rendered in a different software.
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Posted: 30th Mar 2019 20:47
I don't buy that video.

But anyway, simple cloth movements like that could be a vertex shader, or even an animated object, I've not seen anything suggesting physics. Physics would be more likely if it was moving or interacting in ways that couldn't be predicted, such as a character pushing it aside. Even then, a good vertex shader can give a good effect.
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Posted: 30th Mar 2019 22:49
I guess that video is false advertising.
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Posted: 30th Mar 2019 22:57
Well, Rik has said they will show more of it, but I've also seen that's there's a bunch of custom shaders.

Guess we'll all see. In theory though, there's nothing in it, if it is running on T1, that AGK2 can't do.
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Posted: 30th Mar 2019 23:03
Yes, It looks like it is this members shader work in the video which he claimed was done in AGK2 but never provided proof.
So I guess nothing in the video really shows what will be in AppGameKit studio.

https://forum.thegamecreators.com/thread/221473
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Posted: 31st Mar 2019 00:11
considering what preben did for GG i highly doubt he needed to fake the video, his shader work is top quality and he already added PBR to GG ages ago now, considering AppGameKit allows him way more flexibility than GG does (run time editing of shaders especially) i bet he's actually quite enjoying it
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