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Positions over 4000


MrIslomaniac
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Hey guys, it's me again

I just found a really strange and hard bug. I positioned an entity at 0,0,4100 and then it went crazy ...

Here's my code and a video:

int main(int argc, char** argv)
{
Initialize();

//Create a graphics context
SetAppTitle("Dustin's Solar System");
Graphics(600,800,0,60,1);	

//Create a world
if (!CreateWorld()) {
	MessageBoxA(0,"Error","Failed to create world.",0);
	goto exitapp;
}
CreateFramework();

//Setup the camera
cam=GetLayerCamera(GetFrameworkLayer(0));
PositionEntity(cam,Vec3(1,0,0));
CameraRange(cam,0.0001f,10000);

TEntity Mercury = LoadModel("abstract::Mercury.gmf");
PositionEntity(Mercury,Vec3(4100,0,0));

int move=0;
int strafe=0;

while(!AppTerminate()) {

if(MouseDown(1)){
   if(!camrotmode){
       camrotmode=true;
	mmx = MouseX();
	mmy = MouseY();
       MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2);
   }
}else if(camrotmode){
 camrotmode=false;
 MoveMouse(mmx,mmy);
}

if (KeyDown(KEY_L)){
Hud::ShowPlanetInformation();
}

if(camrotmode){
MouseMovement::Update();
RotateEntity(cam,camrotation);
}
if (!MouseDown(1)){
ShowMouse();
}

move=KeyDown(KEY_W)-KeyDown(KEY_S);
strafe= KeyDown(KEY_D)-KeyDown(KEY_A);
if (KeyDown(KEY_LSHIFT)){
	move *= 10;
	strafe *= 10;
}
if (KeyDown(KEY_SPACE)){
	move *= 50;
	strafe *= 50;
}
MoveEntity(cam,Vec3(strafe/1.0*AppSpeed(),0,move/1.0*AppSpeed()));

UpdateFramework();
RenderFramework();

Flip(0);
}
exitapp:
return Terminate();
}

And here the video:

 

Need fast help pls, it's a project for school which has to be finished in 1 and a half week -.-

Thanks

Dustin

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Nothing obvious comes to mind. Dunno but you might want to look into SetWorldSize() here's the wiki entry...

SetWorldSize wiki

 

Your video suggests it's some odd lighting/shadow quirk. But try SetWorldSize something large.

6600 2.4G / GTX 460 280.26 / 4GB Windows 7

Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT

Tricubic Studios Ltd. ~ Combat Helo

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Thank you for that quick answer =)

Unfortunately that doesn't work. But it has to be something in my code, cause in the editor there is no such problem...

The best is that it happens with and without lights ...

SetWorldSize(Vec3(100000.0f,100000.0f,100000.0f));

 

//EDIT

I put the model in the editor, no problems. I loaded that scene in code and i got the same bug as before. I must be missing something that the editor has ...

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No problems here :)

 

World size: 50000

Camera Range: 6000 (if that matters...maybe??)

 

A model at Vec3(6000.0F) looks exactly the same as Vec3(3000.0F), no matter

if there is a light or not...

 

Have you tried it with a smaller model? Mine are max 20 units across.

(Win7 64bit) && (i7 3770K @ 3,5ghz) && (16gb DDR3 @ 1600mhz) && (Geforce660TI)

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Works fine with gamelib also. Gamelib does a few billion things to get the Editor scene loaded right, so I'm not going to guess what it could be :)

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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That's where you need intelligent game design. You can't just throw all arbitrary ideas into a game and expect that they work. About 90% of every game is faked, but faked so well that people don't notice it.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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