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    Entity is not beeing rendered when its using the RigidBody Component

    Hello Everyone, im currently trying to import my own model for the arrows into the game. The model is rendered Correctly as long as i am not using the Rigidbody Component for the Entity. I thougth it might have been the model i was using. So i modelled a simple scaled cube in blender and...
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    Inactive Combat

    well just want everybody to know im still working on stuff. I made some observations that are very strange to me when it comes to fast moving objects and bullet physics. This is how i have changed the stepping for the collsion detetion. _discreteDynamicsWorld.stepSimulation(delta, 1)...
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    Josh

    Hi Josh and welcome, Glad to hear you are also interrested in working on the combat for the game :). I have already started working on the technical foundation. Still have to overcome some issues when it comes to the perfomance and accurancy of the collision detection.Bullet is (literaly)...
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    Inactive Combat

    Hello everyone, just wanted to let everybody know that im still alive. Im currenly try to implement the approach desribed in these two links below to improve the accurancy and performance of fast moving objects (for example Arrows). Well in a nutshell the solution checks if the velocity of a...
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    Another Scale: Differentiating from MineCraft

    Although shrinking the cubesize will improve the graphical detail this comes with a high cost. If you you half the cube size (which comes very close to a cube size of 0.65) the number of cubes that needs to be rendered and stored are 4 times bigger. So this needs 4 times more ram then the...
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    Inactive Combat

    Thanks Nym Traveel The collsion detection is actually returning me the Normal of the hit face and the Hitpoint of the collsion volume (at the moment). I could also use the world rotation of the sword or the projectile at the moment of collision and base the reflection on that. Im not sure how...
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    Inactive Combat

    So to give everyone a little bit of an update, of what i have been working on the whole time and what are my plans for the future ,here is a little status update: Planning for the Combat Framework. The technical foundation for the Combat Framework and possibly other system taht use physic...
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    Inactive Combat

    Immortius it working now. Thank you very much. Have to get back to work and get my arrow model in the game.
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    Inactive Combat

    Immortius i have commited the code to my fork. You can reproduce the problem when you take the bow out of the the goodie chest and shoot at miniion number one (the red one). I have no Model for the arrows right now thats why the bow is shooting gelantinous Cubes.
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    Inactive Combat

    I did some tests. It seems that whenever an entity with an TriggerComponent and a CollisionShape that collided gets removed the error occurs. RigidBodies are working without a problem.
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    Inactive Anatomy

    The Damage Effects you discribe are somewhat similar to the Oblivion mod Deadly Reflexes (like the hitzones for organs). I think those are awesome ideas and i would like to implement them all (if possible )and if you all agree that this will make the game and the combat more fun. I just have to...
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    Inactive Combat

    The Projectiles are using rigid bodies and a trigger. Maybe that is the Problem. If i compare this problem to the dropped Blocks the blocks are using a rigid body whereas the Player is having the TriggerComponent to detect the Collision with the Block (if that conclusion is correct). Im pretty...
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    Inactive Combat

    Immortius Hey im currently testing my Implemention for the Ranged Combat. I actually run into a Problem that may be familiar to you or anyone else who have been working with the Physics System. In Contrast to the Melee Combat where i am currently using Raytracing for the Collison Test i use...
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    Inactive Combat

    Cervator I think we should close it for now. Still working on the new Version.
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    Inactive Combat

    Cervator Yes, I think i have to start from scratch using the code from Immortius physics branch. I will make a fork and reimplement the Sword using the new physics-system. Just didnt had so much time till recently because of crunch time at work. Im sorry if this is mentioned somewhere else and...
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    Inactive Combat

    Thanks for the feedback. Cervator The Idea for the Combatsystem sounds great. Needs some Meta infomation for the collision volumes to detect what Area of the body has been hit. Don't know if you could use the bone hierachy of the model for this. Immortius I guess its a good idea to...
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    Hello everyone

    I fixed a typo and commited it in the development branch. I haven't experienced any problems so far :) . So im ready now.
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    Inactive Combat

    Cervator edit: Moved to Incubator, added header Name: Combat Framework Summary: Technical combat system that'll be able to support actual combat content Scope: Engine Current Goal: Design / Implementing/Testing Prototypes Phase: Implementation Curator: aherber Related: Hello everyone, as...
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    Hello everyone

    Name: Andre Herber. From: Germany (Munich) Skills / Tools: C++, Java , SQL, Maven, Eclipse, Master degree in Computer Science Found via: Google Search for opensource projects like Minecraft Interests: Game Programming, Procedural Generation. Extra: This is my first opensource game project...
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    Mesh simplification for voxellike worlds

    Cervator Well i would love to contribute to this project. I have been playing around with the sourcecode and implemented a very simple (and by no way standard i suppose) melee combat. Well i guess i just couldnt wait to beat up some innocent jelly cubes :whistle:. I also changed the...
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