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Messages - Serge
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1741
« on: September 29, 2009, 03:20:13 PM »
That's totally unnecessary. I think the only way a physics engine could handle this sort of stuff is by using a node mesh to represent how strong is a component. Example:  In algorithm terms, the nod emesh calculation is really simple to do. Incorporating soft body physics with rigid body physics gives us both speed and some form of distortion. That's why no stock stuff will do.
1742
« on: September 29, 2009, 02:01:44 PM »
Or just use 7-zip, which is open source, free, faster, and supports a bigger variety of file formats.
1743
« 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.
1744
« on: September 28, 2009, 10:47:21 PM »
Drink Corona's with Lime when possible. Or Guinness!
Beer is Good. Corona is good, but nothing, nothing beats a pint of Guiness.
1746
« 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.
1747
« on: September 28, 2009, 03:35:11 PM »
Sorry to bump a topic, but v.4.2, v.5.0 and v.5.1 won't work on anything higher than XP SP1 because of MS fidling around with ActiveX security. You may be able to run it, but you wan't be able to bake your textures, open some windows, etc.
1748
« on: September 28, 2009, 03:26:41 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.... Why run crap slowly in the browser when you can run it lighting fast natively?
1749
« on: September 28, 2009, 03:25:20 PM »
Hey, bridge is a good game.
1750
« on: September 28, 2009, 02:34:46 PM »
However, do take a grape, cut it in half (the plane of cutting being perpendicular to the main axe of the grape), then take one half, cut it in an axe perpendicular to your previous one, but not all the way through, so that the 1/4's are kept together by a small piece of fruit. Then place it in a microwave under a glass, turn the microwave on and watch plasma form in the upper part of the glass. Watch out for forming ozone.
1751
« 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.
1752
« on: September 28, 2009, 01:20:44 PM »
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.
1753
« on: September 28, 2009, 12:31:29 PM »
the only prob is making and etching the pcbs. good thing there is instructables.com Careful toner transfer + warm solution of sodium persulfate = 100% perfect etch.
1754
« on: September 28, 2009, 12:30:28 PM »
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.
1755
« 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?
1756
« on: September 28, 2009, 12:00:40 PM »
yay its made w/ eagle! i might actually use those for mah next bot Yep, Eagle is pretty awesome for making nice PCB designs, even for hobby use:  (DMX <-> PC controller prototype, I haven't even tested the schematic yet, but it should be working) http://blog.q3k.org/?p=5
1757
« on: September 27, 2009, 03:58:22 PM »
Alright, here's a simple PCB for the RC switch, DIP, single layer, 4mil traces, can be toner-transferred at home, three rutes to be routed manually via wires.  Let me know if you want the mask. The BC547 can (and should) be replaced with any flavour NPN transistor, TO-92 is probably too small to drive a higher amp motor. So either that or try to keep it cool.
1758
« on: September 27, 2009, 03:32:54 PM »
Thanks drgn006 - the RF switch and DSC schematics looks promising. I may CAD up some PCB's, build them and post the results.
1759
« on: September 26, 2009, 02:15:02 PM »
Sorry dude, but you're an idiot. This thing has no Graphics hardware, no WinAPI, no PE loading, nothing.
1760
« on: September 09, 2009, 02:18:21 AM »
Yea, GTM's homepage keeps getting hacked.
It seems to be an issue with our host, Dreamhost, being insecure, not us.
GTM is not the only site hosted by dreamhost that is having this issue.
I have cleaned up the homepage again, it should be safe to use again. You should check out http://shadyhosting.co.uk/ . They have great offers and never failed me or anybody else I know. They have recently switched to a new design, so their site may not be fully usable yet.
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