Author Topic: Pseudocode discussion...  (Read 5703 times)

Offline System32

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« on: September 28, 2009, 10:56:15 AM »
Code: [Select]
Find Object name
Find Folders

If Folder = Object name
Find Sprite
Find GMF
Find Points
Combine Sprite to match Points X,Y Variables

Find Data
Import Data

Hitpoints.Data = hitpoints
Damage.data = damage

End If


Anyone wanna help with it? I Also think we could Use Box2D for physics..
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Offline Serge

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« Reply #1 on: September 28, 2009, 12:08:09 PM »
Box2D is well... 2D.

I still can't get myself to start working on a graphics engine. And I still have no idea for the physics engine, I'm afraid I'll have to write my own, too. Or modify Bullet / ODE a lot to include some basic soft body physics.

System32, what language(s) do you program in?
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Offline roboman2444

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« Reply #2 on: September 28, 2009, 12:15:04 PM »
for the graphix engine opengl would be perfect(i think)
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Offline Serge

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« Reply #3 on: September 28, 2009, 12:30:28 PM »
Quote from: roboman2444;69128
for the graphix engine opengl would be perfect(i think)


OpenGL is not a graphics engine, it's a specification that graphics card drivers (are supposed to) follow. Direct3D offers an analogous functionality. And yes, between those two, OpenGL is more likely to be chosen.
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Offline roboman2444

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« Reply #4 on: September 28, 2009, 01:16:18 PM »
ok then code itw/ c++
for the models use some file format that anybody can easily edit, like .blend.
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Offline Serge

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« Reply #5 on: September 28, 2009, 01:20:44 PM »
Quote from: roboman2444;69138
ok then code itw/ c++
for the models use some file format that anybody can easily edit, like .blend.


**** Blender.

I was thinking of COLLADA.
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Offline Condor33

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« Reply #6 on: September 28, 2009, 01:38:05 PM »
Why? Blender is awesome, and free.
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Offline roboman2444

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« Reply #7 on: September 28, 2009, 01:48:06 PM »
free means anybody can use it.
of course blender has .collada importing and exporting, but it sucks.
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Offline System32

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« Reply #8 on: September 28, 2009, 01:51:30 PM »
Quote from: Serge;69121
Box2D is well... 2D.

I still can't get myself to start working on a graphics engine. And I still have no idea for the physics engine, I'm afraid I'll have to write my own, too. Or modify Bullet / ODE a lot to include some basic soft body physics.

System32, what language(s) do you program in?


VisualBasic, English, French, HTML and I'm learning Python and LUA in my freetime.

I'm saying Box 2D because I feel it will be Infinately Easier to Make it 2D first,then work up to 3D.
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Offline roboman2444

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« Reply #9 on: September 28, 2009, 01:56:55 PM »
definately, but it will be a top down type thing and the only things that world work well for phisics are horizontal spinners, rammers and pushy type bots. the z dimension fro vertical stuff would be hard to implement in a 2d environment.
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Offline Serge

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« Reply #10 on: September 28, 2009, 02:08:00 PM »
Sorry, but I don't think so. Scaling up from Box2D and / or a 2D graphics library (like SDL a.k.a. pygame) to a full-fledged 3D game engine is just going to be a massive rewrite. Everthing starting from basic game class, through algorithms up to file formats will have to be rewritten.

I was rather saying that using blender's file format for a game is plain retarded. Also, Blender really does suck. I hate it with a passion, just like The Gimp. The user interface (or rather the lack of it) is a nightmare. Good things must cost sometimes.

From what I saw collada is a great file format, since it can be (re)used eveywhere, it's open source, and easily parsable.

I was taking a look at irrlicht, but I think it may be a little bit overkill for our purpose. But it being written in C++ and released under the zlib license gives it a huge plus.

System, learn python, do some simpel projects, like a soft body physics engine (using verlet integration, http://en.wikipedia.org/wiki/Verlet_integration , wikipedia explains it well), then use it to create some fun physics based games, add soem collision support, etc. It will teach you all the basics of game developement. Unfortunately VB is a no-go for this project - keeping it platform-independant is a must. Don't get me started on Mono.
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Offline System32

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« Reply #11 on: September 28, 2009, 03:23:08 PM »
Unity Is a useful thing.

http://unity3d.com/unity-web-player-2.x.html

Free, Safe Download... And It's 3D!

But I'll start with Python....
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Offline Serge

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« Reply #12 on: September 28, 2009, 03:26:41 PM »
Quote from: System32;69172
Unity Is a useful thing.

http://unity3d.com/unity-web-player-2.x.html

Free, Safe Download... And It's 3D!

But I'll start with Python....


Why run crap slowly in the browser when you can run it lighting fast natively?
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Offline roboman2444

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« Reply #13 on: September 28, 2009, 03:36:58 PM »
thats why you export it in .exe and not webplayer.
i have and use unity all the time.
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Offline System32

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« Reply #14 on: September 28, 2009, 03:40:42 PM »
My Grapics card is OLD!

My PC is old!

It runs RA2 perfectly so I don't need the Nivida patch.

Unity runs smotther than enything else for me.

Edit: Screw that! 999 to Make stuff ith it!
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Offline Serge

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« Reply #15 on: September 28, 2009, 04:09:27 PM »
*sigh*

Why won't you just goddamn get it? A RA2-like clone is unfeasable in existing engines because of how specific it's geometry and physics handling is. One way or the other there will be a necissity of writing a large amount of low-level, boring code.

Dynamic geometry and physics proxy generation and modification (necessary for the CREATE part in the game's idea, as well as the DESTROY part) is nowhere to be seen in ANY framework on the market.
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Offline System32

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« Reply #16 on: September 29, 2009, 10:20:15 AM »
Quote
A RA2-like clone is unfeasable in existing engines because of how specific it's geometry and physics handling is.


Somone said that it traces a certain object Constantly per ping. (You know, It keeps checking up on where it is and where it might go every ping, and changes what the collisions may be accordingly.)

So, Could We add a code that Connects The Attachment points to a certain way, and when said object spins it isn't going to be checked because the object is attached... Like you won't check up on what a tyre does because you know it's fixed to the motor, and you only need to check what damage it has.



Dynamic geometry and physics proxy generation and modification (necessary for the CREATE part in the game's idea, as well as the DESTROY part) is nowhere to be seen in ANY framework on the market.

Kinda hard to understand. Can you explain?
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Offline Serge

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« Reply #17 on: September 29, 2009, 01:28:02 PM »
Imagine a simple game engine, like Ogre3D. The way you set up a scene is:
1) Preload your sh** (3d models)
2) Position your sh**
3) Get your input
4) Animate your scene
5) Go to 3).

Where 4) (Animation) can only do stuff like movement and rotation, not modify the geometry of an object.

Imagine your bot gets it's chassis bashed up. Uh-oh, gemotery can't be changed.

Even worse if you get a ready-made physics binding (like Ageia) for your standard game engine. Chances are it doesn't support independant wheels.

It's hard to explain. I tried, I failed, people on the forum of Ogre3D said the engine is not made for this type of games.
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Offline roboman2444

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« Reply #18 on: September 29, 2009, 02:21:05 PM »
you could have a massive phisics engine that only quad core 3 ghz computers would be able to do... remember my ideas for ra3 serge?
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Offline Condor33

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« Reply #19 on: September 29, 2009, 03:13:47 PM »
Quote from: Serge;69423
not modify the geometry of an object.


Softbody physics?
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