Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Gatobot14

Pages: 1 2 [3] 4 5
31
Projects / Re: GW: Bloddy Camp
« on: September 09, 2015, 08:11:13 pm »
ok just one last question(for educational purpose):  the shape used for collision does not have to match the methods in the api??
for example: you suggest using a cillinder, there should be a checkCollisionCillinder????
just wondering  ::)

i will try to fix my collision according to your advice
many thanks

32
Projects / Re: GW: Bloddy Camp
« on: September 07, 2015, 11:27:26 pm »
instead of polygon mesh i already attached a ellipsoid from primitives class made of 16 polygons, the collision happens between the player ellipsoid and the enemy ellipsoid, also the ellipsoid its use for the collision avoidance.
I understand you that player can climb the enemy beacuse of the shape of the ellipsoid and the enemy ellipsoid its a bit smaller,
so using a cillinder will resolve most of the issue player vs enemy, and using a ellipsoid for collision avoidance,
could these be good??

im using a ellipsoid primitive because i think i will be good using with "checkCollisionEllipsoid"

33
Feedback / Re: multiple textures
« on: September 07, 2015, 03:41:21 am »
ok , yeah in the end i think both ways have to be use but i have better understanding now

34
Feedback / Re: multiple textures
« on: September 06, 2015, 05:54:27 pm »
ok in jpct for desktop i started to use textureMatrix, but how muh is a few???
what is a reasonable number of used textures

35
Feedback / multiple textures
« on: September 06, 2015, 12:26:40 am »
Hi everyone

just asking what is the best approach,
suppose i have a terrain grid and each squares uses a different texture, what its best
1) having a lot of different texture files and setting them as needed
2) have one big texture and change the uv's

for now been using number 1, but not sure if this its the best


36
Projects / Re: GW: Bloddy Camp
« on: August 27, 2015, 12:25:10 am »
yes they go up to the sky

37
Projects / Re: GW: Bloddy Camp
« on: August 26, 2015, 06:11:35 pm »
well for the ellipsoid collision i have 5 monsters, all of them moving with a collision depth of 2,
ok i undesrtand that ellipsoid  can't resolve existing collisions and is the only way ive been using
but could you explain more on this:
Quote
Existing collisions should be handled different (either with spherical collision detection as an additional step or with some simple distance check or whatever).

i would like to know because if the player gets in the same place of a monster they both collision and start to floating  ;D
for now i only move the monster if they are close to the player and everything works smooth

38
Bugs / Re: JPCT index page
« on: August 26, 2015, 06:05:21 pm »
yes its working now

39
Projects / GW: Bloddy Camp
« on: August 26, 2015, 12:41:07 am »
Another game for the ludum dare 33 i made it under 3 days
if you want to play it go here http://gamejolt.com/games/gw-bloddy-camp/88550

Everything goes well with jpct but doing collision(Ellipsoid collision) really make things a bit slower
so i have to remove a few of them, it also didnt resolve well when the player an another entity
end up in the same place(weird things happend) .

40
Bugs / JPCT index page
« on: August 26, 2015, 12:29:39 am »
i enter the site today and intead of showing the main page it shows me the content files of jpct

41
Support / Re: More Collision Problems
« on: July 23, 2015, 05:41:36 pm »
This brings me another question, how collision works??
I always think that the ellipsoid is a radius and checks the polygons inside the radius to see if one collides.
how does it works???

42
Support / Re: More Collision Problems
« on: July 23, 2015, 05:22:57 pm »
Found it!! the bigger the ellipsoid you have to apply more velocity in my case "velz"=1.0, increasing the value the collision avoidance works fine, that why when i use a smaller ellipsoid nothing bad happen
didnt change the collideOffset just increase velz to 3 and works very well
thanks!!

43
Support / Re: More Collision Problems
« on: July 23, 2015, 02:09:34 am »
well i find that making the ellipsoid smaller(8,8,8) everything works fine, but that doesnt help me
how can i have a bigger ellipsoid and slide when it collides???

44
Support / More Collision Problems
« on: July 22, 2015, 11:57:39 pm »
I been looking all the forum but no anwer cant solve my problem
im using ellipsoid collision, im sure with this mode when a collision occurs it will "slide" to avoid the obstacle
however this just dont work...the model gets stuck in the wall and dont slide at all.
Im using ellipsoid from ExtendedPrimitives with size of (32,50,32)
the ellipsoid for collision is half of ellipsoid (16,25,16)
code for moving forward and check collison
Code: [Select]
vec=allipsoid.getZAxis();
vec.scalarMul(velz);
vec=ellipsoid.checkForCollisionEllipsoid(vec, body, 4);
ellipsoid.translate(vec);
in the image attached you can see the scene and the ellipsoid
im really clueless , dont know what did i wrong.
i play with some Config value but nothing happend

45
Support / Re: Child object transformation
« on: July 22, 2015, 05:16:42 pm »
why dont use bones?? using parent/child you have to position very careful your objects to get the desire rotations/tranlations,
with bones you only have to get the joint and move it

Pages: 1 2 [3] 4 5