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Thread: Sup driggers, I'm back, and I'm still slaving away.

  1. #21
    The Silent Photographer Zeph's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Not Inferno View Post
    1) Yes, the game I'm planning would not be possible in any exsisting engines (It's a pretty unique concept). This caused me to start researching and developing 12D roughly 2-3 years ago.
    Out of curiosity, what part isn't possible with an existing engine?
    My experience has shown that really the only things you can't do with available SDKs are drastic changes to the physics system. The shortcuts that Cryengine takes to make its physics simulation faster is geared towards traditional shooters. It completely cheats on friction and that alone halted development on my space game until I can hook into their licensing and make an amendment to part of the closed source.

    Everything you've done is decent work (would be far greater if you worked in c/c++ because of the way java obscures memory management), but you already see it in every other SDK. I'm really surprised you're reinventing the wheel instead of doing RnD on your impossible solution so you can start talking to licensing departments at Unity/Epic/Crytek and see if you can work something out.

    You've pretty well shown that you have a solid mathematical understanding of how these things work. You've even picked up some trial and error fixes that give you experience in things people normally wouldn't have (euler->quaternion etc). Spending your free time bringing CE up to day is nice and all, but your end goal is what you should really be concerned about.
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  2. #22

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Zeph View Post
    Out of curiosity, what part isn't possible with an existing engine?
    My experience has shown that really the only things you can't do with available SDKs are drastic changes to the physics system. The shortcuts that Cryengine takes to make its physics simulation faster is geared towards traditional shooters. It completely cheats on friction and that alone halted development on my space game until I can hook into their licensing and make an amendment to part of the closed source.

    Everything you've done is decent work (would be far greater if you worked in c/c++ because of the way java obscures memory management), but you already see it in every other SDK. I'm really surprised you're reinventing the wheel instead of doing RnD on your impossible solution so you can start talking to licensing departments at Unity/Epic/Crytek and see if you can work something out.

    You've pretty well shown that you have a solid mathematical understanding of how these things work. You've even picked up some trial and error fixes that give you experience in things people normally wouldn't have (euler->quaternion etc). Spending your free time bringing CE up to day is nice and all, but your end goal is what you should really be concerned about.
    The game I want to make relies on very specific physics properties and interactions (sort of like how tribes ascend is broken as fuck in UE3 because they can't get the physics to work right), that's why I can't do it in any other engine.

    Thanks heh, I don't disagree about using C++. If I could go back and time and tell myself to use C++ instead of java I would. :P

    I've tried getting a job programming but unfortunately I'm self taught with no degree so no one will fucking interview me. It's rather frustrating since I know for a fact that most fresh graduates coming out of college with a degree in CIS are actually pretty new to coding in general where I have ~3 years of programming and about ~10 years of general computer experience.
    Last edited by Not Inferno; December 19th, 2013 at 08:27 PM.
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  3. #23
    Senior Member Patrickssj6's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Not Inferno View Post
    The game I want to make relies on very specific physics properties and interactions (sort of like how tribes ascend is broken as fuck in UE3 because they can't get the physics to work right), that's why I can't do it in any other engine.
    This is true. Many engines are written for flexibility, sacrificing a bit of flexibility can sometimes improve performance dramatically.

    Quote Originally Posted by Not Inferno View Post
    I've tried getting a job programming but unfortunately I'm self taught with no degree so no one will fucking interview me. It's rather frustrating since I know for a fact that most fresh graduates coming out of college with a degree in CIS are actually pretty new to coding in general where I have ~3 years of programming and about ~10 years of general computer experience.
    I know someone who presented his work he did for Halo to his current company which accepted him. You should give it a shot as well, writing a game engine touches upon almost every aspect of programming and demands a lot of knowledge on code structuring / framework organization etc.-
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  4. #24
    Senior Member Btcc22's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Patrickssj6 View Post
    I know someone who presented his work he did for Halo to his current company which accepted him.
    Microsoft? If not, that makes two people.
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  5. #25
    Neanderthal Dwood's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Didn't paladin get hired for his map quid pro quo which never got published, and wasn't nero hired on with valve? There's plenty of people who've been hired for their halo work on the forums i believe.
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  6. #26

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Wait really? Are these people still around? I would love to see how they wrote their resume/portfolio and how they applied.
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  7. #27
    Kid in the Hall Kornman00's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    paladin graduated from digipen, but he realized that game art wasn't his bag. He's off to more serious shenanigans now.
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  8. #28

    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Kornman00 View Post
    paladin graduated from digipen, but he realized that game art wasn't his bag. He's off to more serious shenanigans now.
    There's more srs bznss than Modacity? Surely you jest.
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  9. #29
    The Silent Photographer Zeph's Avatar
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    Re: Sup driggers, I'm back, and I'm still slaving away.

    Quote Originally Posted by Not Inferno View Post
    very specific physics properties and interactions
    i know that feel
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  10. #30

    Re: Sup driggers, I'm back, and I'm still slaving away.

    So update time. I worked a lot yesterday and not shit today. No video since all changes are code stuffs and are hard to visualize properly.

    Basically, the new collision model and hitbox systems are in place and ready to go. This is thanks partially to some really nice classes I wrote (ConvexHull and PhysModel) that allow the importing and usage of .obj files as both PhysicsTriMesh and PhysicsConvexCollisionHull. I also want to go ahead and say that I WANT THE GUY THAT CREATED THE COLLISION MASK SYSTEM TO HAVE MY BABIES. Collision masks saved me so much god damn time and frustration. It's gr8.

    Any ways, every actor in the game world now has a hitbox and collision. The hitbox is used for testing bullet and projectiles and other shit like that for hits. The hitbox should match the visual model pretty closely but still be as low poly as you can make it. The collision is the actually physics model that is used to do... physics... Pretty simple.

    Now for the interesting part! How you make a collision model and hitbox model in 12D!


    I thought about it for a while and decided to make it a part of the tag system. Here is an example of a simple collision model in a tag.
    Code:
    object collision {
        object 0 {
            property parent root;
            
            property type simple;
            
            property shape hull;
            property mass 1;
            property file "item/weapon/sniperrifle/sniperrifle.collision";
            object location {
                property x 0;
                property y 0;
                property z 0;
            }
            object rotation {
                property x 0;
                property y 0;
                property z 0;
                property w 0;
            }
        }
    }
    
    object hitbox {
        object 0 {
            property parent root;
            
            property type simple;
            
            property shape hull;
            property mass 1;
            property file "item/weapon/sniperrifle/sniperrifle.collision";
            object location {
                property x 0;
                property y 0;
                property z 0;
            }
            object rotation {
                property x 0;
                property y 0;
                property z 0;
                property w 0;
            }
        }
    }
    Alright so it should be pretty easy to see how it works overall. You can make the collision and hitbox models different and you probably should most of the time. I have not for this test.

    Now I bet you are wondering why it says "type simple". This is because you can have COMPOUND COLLISION MODELS MOTHER FUCKERS

    Code:
    object collision {
        object 0 {
            property parent root;
            
            property type compound;
            property mass 4;
    
            object 0 {
                property shape box;
                property width 1;
                property length 1;
                property height 1;
                
                object location {
                    property x 0;
                    property y 0;
                    property z 0;
                }
                object rotation {
                    property x 0;
                    property y 0;
                    property z 0;
                    property w 0;
                }
            }
            object 1 {
                property shape sphere;
                property radius 1;
                
                object location {
                    property x 5;
                    property y 0;
                    property z 0;
                }
                object rotation {
                    property x 0;
                    property y 0.2;
                    property z 0;
                    property w 1;
                }
            }
            object 2 {
                property shape cylinder;
                property radius 1;
                property height 1;
                
                object location {
                    property x 0;
                    property y 2;
                    property z 0;
                }
                object rotation {
                    property x 0;
                    property y 0;
                    property z 0;
                    property w 0;
                }
            }
            object 3 {
                property shape cone;
                property radius 1;
                property height 1;
                
                object location {
                    property x 0;
                    property y 0;
                    property z 3;
                }
                object rotation {
                    property x 0;
                    property y 0;
                    property z 0;
                    property w 0;
                }
            }
            object 4 {
                property shape capsule;
                property radius 1;
                property height 1;
                
                object location {
                    property x 0;
                    property y 5;
                    property z -1;
                }
                object rotation {
                    property x 0.1;
                    property y 0;
                    property z 0.1;
                    property w 1;
                }
            }
            object 5 {
                property shape hull;
                property file "multipurpose/model/box.collision";
                
                object location {
                    property x 0;
                    property y 0;
                    property z 0;
                }
                object rotation {
                    property x 0;
                    property y 0;
                    property z 0;
                    property w 0;
                }
            }
        }
    }
    Okay for those who don't understand this, a compound collision model is basically a collision model made up of multiple convex shapes. This allows you to make like... a giant space ship that you can walk around in while it flys. I will make a visual editor for these collision/hitbox models later on but for now it's all text. The code is there to make it all work I just need a user friendly way to make them haah.

    Also another note, there will be a way to have multiple hitboxes in the tag and then connect them to parts of the model. This is so when a player is animated the leg hitboxes are attached to the legs and stuff.

    Also there will be options with the collision model to allow you to create rag dolls and stuff. That is not a priority at the moment but it's on the list.


    I also today extended the btRB objects and added a field for "owners" so when I shoot a bitch with my gun I can get the reference to the bitch that was shot.

    Basically means guns work now.

    Anyways, good night everone. I have work in the morning and I'm going to want to kill myself for staying up this late.
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