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DarkBASIC Professional Discussion / Turblence with models!!!

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Murdock 743
20
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Joined: 16th Jun 2004
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Posted: 22nd Jun 2005 03:03
Here is my problem I am creating a 3D space shooter... When I turn my throttle up to max power and my speed increases the ship bounces all about. I know what is wrong... the values are so large that the computer is rounding them and making it jump. What would be the best way to limit the speed while still making it look like your moving very fast? I tried FOV but found that it makes my planets look oddly shaped...
here is my code:

I also included the ship in the download button

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Sergey K
21
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Joined: 4th Jan 2004
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Posted: 22nd Jun 2005 06:23
1) first of all, u should use .X file format (DBP can understand them better)
2) i think u have maked a very big range/distance and im not sure DBP can support this big numbers..


well to fix that large values, u should make smaller objects (if everything will b smaller, the galaxy box/ships speed, so there will b no change in game, if its biger or smaller)

does 1 + 1 is 11?!
Murdock 743
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Posted: 22nd Jun 2005 07:04
What should I use to convert .3ds into .x files?
Cheers,
Christian
qwe
21
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Joined: 3rd Sep 2003
Location: place
Posted: 22nd Jun 2005 09:04
you could use milkshape 3d (30 day free trial) but then youd either have to pay or find something else once it runs out

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Qbasa
20
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Joined: 28th Feb 2005
Location: Inside a speck of sand
Posted: 23rd Jun 2005 06:01
I had this same problem, what I ended up doing is if my ship moved 100 x,y,or z units, I would set that coordinate back to 0 and shift everything else the same amount of units on that same coordinate so you don't notice the move. This eliminated the jitter from the accuracy problems of floating point math. Now the other objects will most likely jitter but then they would probably be so far away from your ship that you couldn't see it anyways.
Murdock 743
20
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Joined: 16th Jun 2004
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Posted: 23rd Jun 2005 09:01
What I decided to do was compleatly change the camera view from chase camera to fist person. I found that the player's ship was the only problem and that if I simply did first person it didn't fix the jitters it just elimiated the need to try anything else... The game is hopefully going to be networked so we will see if the jitters make my life harder in about 2-3 weeks once all the "fancy junk" is done.
Thanks for all the input
Christian
games coder
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Joined: 2nd Feb 2005
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Posted: 23rd Jun 2005 11:02
If you want to convert 3ds files to directx .x meshes (and you probably should), use the free tool 3ds2x (appropriatly named). Here is a link: http://www.xs4all.nl/~xelag/3ds2x.zip. If the model is scaled wrong, play with the scaling.


http://www.freewebtown.com/rioplata
http://rioplata.iwarp.com/

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