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DarkBASIC Discussion / How do you Walk on 3d objects as if it were matrix

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Mason
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Location: Arizona
Posted: 8th Dec 2004 08:58
I dont use matrices because they are too high poly, instead I use 3ds files. I want my character to be able to walk up hills, ramps, stairs, ect. How do I do this. I hear of something called Nuclear Collision or something, but I'm not sure if that is compatible With Dark Basic Classic. Also, in order to do this im going to need sliding collision, which is also a mystery to me. Please help me out with these

<-Mason->

-D-B-G- (Dark Basic Gamers)
DARKGuy
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Posted: 8th Dec 2004 14:44
Yep you can use NuclearGlory for that, and there are collisionj engines with X and 3DS files in the codebase sub-forum and in the codebase itself

Quote: "
-= 933 Mhz - SiS 630/730 8Mb - 128 RAM - 2.1Gb / 6.2Gb HDs - Sound: C-media CMI8738/C3DX PCI - CD-RW 52*32*52 - Windows 2000 =-
"
Hop a long
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Posted: 9th Dec 2004 00:47
Mason

Do you have any small examples of what you are trying to do or the problems you are trying to solve? Post them and give us a look.
computer
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Posted: 9th Dec 2004 01:37 Edited at: 9th Dec 2004 01:40
What about using something like a cube to start with.. make it so big. Then find the height of the matrix at so-so position, add the height of the cube, move object2 accordingly ( or consequently).

Yes there will be coding problems.
Mason
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Posted: 9th Dec 2004 06:24 Edited at: 9th Dec 2004 06:27
I haven't a screenshot because I haven't even been able to start it really. Just been testing crap out for about a day or 2. I think nuclear glory would work but I think you have to pay, I dont want to avoid the problem, i want to fix it. Basically if a hill looked like this /\, I want my object to go up the first slope, and
down the second slope. Does that make more sense?

<-Mason->

-D-B-G- (Dark Basic Gamers)
Hop a long
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Posted: 9th Dec 2004 09:39
Yeh that's clear. I've never collision checked an incline unless it was a matrix. (Swing batter!...Swoosh!...Yourrr Outta Here!)

I'll have to move aside and let someone else step up to the plate.

Never mind screen shots...it's your code good or bad that helps.
Mason
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Posted: 9th Dec 2004 11:44
Lol Hop a long, very well put Its alright, I guess I'll have to work on it. I did find an example with sliding collision in darkbasic. Now i just need to find out how to make it go up the incline.

<-Mason->

-D-B-G- (Dark Basic Gamers)
Hop a long
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Posted: 10th Dec 2004 09:12 Edited at: 10th Dec 2004 09:18
Hey Mason
Like they said in the 60's 'Keep the Faith.' Your post is young. I wouldn't throw in the towel 'til it's fallen onto the second page.
Not all the members show up every day.

I've wanted to try something like your incline for a while but another project always comes along. Recently I've been playing with the DeleD Editor...catch my post. Only now I'll use it to make a simple incline and see if I can crack this new nut (the incline that is).

The DB Example you talk about, is that the one with the steps and the jumping cylinder?

I can't give you code but here's some food for thought:
(1)I believe DB uses collision boxes even when collision testing
rotated surfaces. With DB Commands you will appear to hit an
invisible vertical wall when you want to slide up. That will be
one side of the collision box.
(2)When the Emperor speaks listen: Check out his 3D Math tutorial...
http://www.nuclearpublishing.com/hosting/emperorbaal/
Near the end of this real cool tut is the math collision code to
climb the incline.
Joe Cooning
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Location: United States
Posted: 10th Dec 2004 11:20
There is a free DBC Collision Dll you can get here. It gets collision like a static collision line. Give the start and the finish and it will tell you where it hits. To use it just evaluate your newx and newz position then get collision using points (newx,currentY+50,newz) and (newx,currentY-50,newz). Find the y collision with the object and you have your own little getHeight function. (the + and - 50 can be changed to whatever number you find reasonable or nesecary)

Hop a long
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Posted: 11th Dec 2004 06:24
Way to Go.....Joe!

A new toy to play with! Give me a couple of days while I disappear into the Lab.

See Ya.
Hoppy
Mason
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Posted: 11th Dec 2004 12:05
Thanks hop a long. I will get started with that tutorial right away. Well, here I go.

<-Mason->

-D-B-G- (Dark Basic Gamers)
Hop a long
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Posted: 12th Dec 2004 11:54
All Right Mason

"It's Alive!" Though judging by all the odds and ends sewn together,I might have created a monster.

http://www.geocities.com/hifin2003/incline.html

PS: I've taken some liberties in the credits. If they are not to your liking let me know.
Mason
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Posted: 13th Dec 2004 02:27
Weeee! Thanks Hop a long. One Problem though, i need the media for it. I have no clue what deled editor is either. But i did look at the code and its starting to make sense. If you can email me the media or something please do! (i like the credits )

<-Mason->

-D-B-G- (Dark Basic Gamers)
Hop a long
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Posted: 13th Dec 2004 09:20 Edited at: 13th Dec 2004 09:22
No Problemo Mason

In the credits box, the underlined word (model) is a link to the
download page. Once there, choose: Across the Bridge. The media is four x files and two textures. They will need to be unzipped
into the same file as the code. The code of course you can copy and
paste from the web page.

The DeleD Editor is a modeler that was designed with the making of
game objects in mind. I saves to the x format. You'll get up to speed in no time. You won't need it to run the Demo. But you can use it to make your own. Get it here:
http://www.delgine.com/

Be Well,
Hop A Long
Mason
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Posted: 14th Dec 2004 08:57
Jesus, a lot of calculations . It works good! But the math is quite confusing, I don't completely understand it all. I will be working with it for a while see if I can make sense out of all it. Well done Hop A long (u mathmatical genius lol)

<-Mason->

-D-B-G- (Dark Basic Gamers)
Hop a long
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Posted: 16th Dec 2004 09:31 Edited at: 16th Dec 2004 09:32
Mason

It comes across as complicated because a lot of behaviors are required for the final effect. There are more things going on than what your original question really needed in order to be answered.
For example, the gravity variable was used so the player would fall if he went over the edge. It might help if you try to identify the particular use of each code segment. You could look at other demos and see how different coders use different means to achieve similar results. Remember, the numbers chosen to calculate with in this demo refer to the position of this model in this 3d world.

Hop A Long

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