Jump to content

Ywa

Members
  • Posts

    256
  • Joined

  • Last visited

Everything posted by Ywa

  1. I'm working with the vehicle class too, and I'm wondering how you prevent the monster trucks from flipping over when they make a tight corner (what settings etc.). The A.I. looks promising so far.
  2. WebGL isn't related to what Josh wants to accomplish.
  3. The whole problem is that I don't want to call it. I just did it an attempt to work-around the problem. It's simple. I want to simulate the movement the client calculates. I decided to use a controller on the server too because they have the same shape then. If I give the server an oildrum physics file and the client the real controller, there's no possibility it would ever work properly, unless their physics collisions are the same. I better just stick to this question now: Is there a way to give the controller physics shape to a non-controller entity?
  4. Well, when I sync props/phys-objects using the same way (pos, rotation, velocity, omega) things are very smooth. And I didn't mean network lag anyways. What I meant was it seems the player was slowing down on the server (and thus other clients too). In the past I used a simple barrel as player-model (and only used the controller @ the local player). And everything was perfect, because there was no controller at server + other controllers screwing things up.
  5. I'm setting the position, rotation, velocity and omega before calling it. But it seems to slow it down because UpdateController is called with 0 speed.
  6. Hi everyone, I was wondering. What's the best way to fully control a controller entity? My current server is like this (multiplayer environment): Client A walks arounds the map and utilizes the UpdateController function. Every 10 frames, the position, rotation, velocity and omega are read out and send to the server. Which also has a controller (without updating) and sets the 4 vectors. However, the problem is that when I read out the rotation values every frame. If in the same frame the 4 vectors are set on the server (by the networking), the values are correct (makes sense), however, when reading out the values when not being set, they always return something between -1 and 0 (usually 0). I tried to store the Y-angle/rotation in a separate variable (on the server) and call this every frame (no movement): UpdateController(self.Entity,fControllerAngleY,0.0,0.0,0,40,1,0); It does fix the 0-rotation problem, however, things are not smooth at all. So is there a way to simulate the velocity, rotation etc. Without actually calling UpdateController? Thanks in advance.
  7. Well deleting it seems to work fine, and I don't want it to turn smoothly (I'll do that on my own).
  8. Edit: Solved. I was so stupid for not calling the SetLookAtPoint function. Thanks guys! I must be doing something wrong. I have this code in my SetLookAtPoint function. procedure CCamera.SetLookAtPoint( vecLookAtPos : TVec3D ); var vPivot : TPivot; begin //Hacky method (TODO: Make less hacky) vPivot := CreatePivot(); PositionEntity(vPivot,vecLookAtPos); PointEntity(self.Entity,vPivot,3,1.0,0.0); FreeEntity(vPivot); end; self.Entity is the camera entity The camera doesn't seem to rotate.
  9. *slaps himself for never seeing PointEntity* Thanks.
  10. Hi everyone, I've been trying to get a simple camera look at point function working, but I ended up rewriting it 20 times or so. While it's a relatively easy-to-write function. The problem is simple. I have my camera position, and a 3D point to look at. How do I calculate the rotation/angles for the camera? It would be awesome if someone could write an example function (in C++ or any other language), any help is welcome though. Thanks in advance. - Ywa
  11. What's with the people that claim stuff as their owns while they made it during work hours..? It's like working on a commercial game, and then afterwards leak the parts of code you worked on for that company.
  12. No problem. Although you theoretically owe me 175 euros.
  13. That's not bad at all. But what's with the 2009? Is that when you started development?
  14. Hey, that's quite a cool idea. Will try to create a concept from it. Thanks
  15. Do a simple ray trace? If it collides something, check with what the distance is.
  16. Looks great. However, it does remind me of I-Fluid: Make sure to make it a bit different.
  17. Great to see someone is using the model properly. While I don't understand anything of the technical stuff, it does look quite good.
  18. Working on a multiplayer version actually (minigames for 4 players). But I spend like 1 hour per week on it, and thus it progresses slow. If you have any further ideas for it, please do tell.
  19. Great to see Delphi still being used. It's great you work on this!
  20. Make sure you load te Driver.lua script (Tools -> Options -> Paths -> GameScript). Then you can use the switch to game option.
  21. 124 is quite good. I should add online scores.
  22. Ywa

    Happy Halloween!

    In Holland/The Netherlands we have "Sint Maarten" which is basically the same, but then on November 11th. We do have some halloween parties though.
  23. I'm doubting if I should continue the project at all. I might focus more on minigames like this one (and bundle them or so). Takes less time to make. Glad you like it @ Aily.
  24. I expected better scores! You guys can do better! Working on it when I'm in the mood. The pre-pre-pre-Alpha is available here: http://projects.limetric.com/projects/rm-bin/wiki Alt+F4 does the job. I didn't bother adding a decent Quit thing yet. I believe there's a cvar somewhere that makes it easy to cheat. Only enabling the console shouldn't make a difference.
×
×
  • Create New...