Re: [Audyssey] game objects in memory

2010-12-13 Thread Cara Quinn
back and forth. When debugging you can convert the angle before displaying, but besides that there is no need to have angles in degrees. The developer never really has to work with the radians. -original message- Subject: Re: [Audyssey] game objects in memory From: Cara Quinn Date: 13/12/2010 10:10 am

Re: [Audyssey] game objects in memory

2010-12-13 Thread Cara Quinn
back and forth. When debugging you can convert the angle before displaying, but besides that there is no need to have angles in degrees. The developer never really has to work with the radians. -original message- Subject: Re: [Audyssey] game objects in memory From: Cara Quinn Date: 13/12/2010 10:10 am

Re: [Audyssey] game objects in memory

2010-12-13 Thread dwillemv
omstances it wont be shown anyway and only the angles that are displayed need to be converted. -original message- Subject: Re: [Audyssey] game objects in memory From: Cara Quinn Date: 13/12/2010 1:53 am Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all comfortab

Re: [Audyssey] game objects in memory

2010-12-13 Thread Cara Quinn
the angles that are displayed need to be converted. -original message- Subject: Re: [Audyssey] game objects in memory From: Cara Quinn Date: 13/12/2010 1:53 am Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all comfortable dealing in radians all the time. lol! I pref

Re: [Audyssey] game objects in memory

2010-12-13 Thread Cara Quinn
the angles that are displayed need to be converted. -original message- Subject: Re: [Audyssey] game objects in memory From: Cara Quinn Date: 13/12/2010 1:53 am Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all comfortable dealing in radians all the time. lol! I pref

Re: [Audyssey] game objects in memory

2010-12-12 Thread dwillemv
Yes, but the actual value doesnt matter as long as you stick to using one or the other method. Under normal surcomstances it wont be shown anyway and only the angles that are displayed need to be converted. -original message- Subject: Re: [Audyssey] game objects in memory From: Cara Quinn Date

Re: [Audyssey] game objects in memory

2010-12-12 Thread Thomas Ward
HI Cara, Thanks for understanding. For me I have felt like the perverbial dog chasing his own tail. Trying this API, trying that one, and trying to make it do exactly what I want is a serious pain in the butt. Of course, the principle problem is trying to design high quality ccross-platform softw

Re: [Audyssey] game objects in memory

2010-12-12 Thread Thomas Ward
Hi Cara, That makes two of us. I don't think in radians either. I have a few calculation functions in the engine that actually returns a degree either absolute or relative based on what I need the direction for. If it is a trajectory/targeting solution I'll use relative since obviously I need to

Re: [Audyssey] game objects in memory

2010-12-12 Thread Cara Quinn
Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all comfortable dealing in radians all the time. lol! I prefer to work in degrees and just convert back and forth on the fly. I basically have two methods I send pointers to; one to get an angle which returns in degrees, an

Re: [Audyssey] game objects in memory

2010-12-12 Thread Cara Quinn
Hey thomas, thanks so much for your apology and no worries! I sure understand the feeling of stuff not working right! -I'm sure we all do. -It's sure not you though, I think sometimes, coding paradigms and getting libraries to play nice and such are just too fr**king needlessly complex at times

Re: [Audyssey] game objects in memory

2010-12-12 Thread Thomas Ward
Hi Willem, Yeah, I know, but the engine is already written the way it is. I really don't want to rewrite anything I don't have to. This is a classic case of "if it ain't broke don't try to fix it." The game mechanics, such as they are, do work and are both stable and reliable. On 12/12/10, Willem

Re: [Audyssey] game objects in memory

2010-12-12 Thread Willem Venter
Hi Cara and all. Thanks for the discussion. Reading all this was very informative and helpfull. An observation I might make is that if you work only in radians, multiplying and dividing with the constant (pi/180) becomes redundent. This will save some small calculation and simplify the code. If yo

Re: [Audyssey] game objects in memory

2010-12-12 Thread Thomas Ward
Hi Cara, Got it. I apologize if I was a bit short with you a bit earlier. It is just the fact I've written and rewritten this engine code so many times I'm ready to scream. One of those cases wereI feel like I can't do anything write, and the worst part of it is I'm both college educated and have

Re: [Audyssey] game objects in memory

2010-12-11 Thread Cara Quinn
Hi thomas; Just one last note for the evening. when I switched your z to y, it was for clarity's sake for the email. I'd assumed you would adapt the new code with your current orientation as I'd made other changes as you'd asked. The formulae are right but I was using x and y to show what I wa

Re: [Audyssey] game objects in memory

2010-12-11 Thread Cara Quinn
Hey Thomas, no, I'd sure not want you to need to rewrite the engine! :) However, you should simply be able to set your player's point of view so that the world is oriented the way you want. I.E. With OpenAL I can set my orientation so that Up is Z positive and ahead is Y positive just like you

Re: [Audyssey] game objects in memory

2010-12-11 Thread Thomas Ward
HI Cara, Why did you change z to y? As I under stand it x runs east/west, z runs north/south, and y is up/down. This is how DirectX operates and principle why I wwrote my engine the way I did. If I am going to pass a vector to DirectX's buffer3d object I have to provide the coordinates as x east/w

Re: [Audyssey] game objects in memory

2010-12-11 Thread Thomas Ward
HI Cara, Hmmm...Doesn't look too bad. I should be able to add the necesssary code to the Calculation module of the engine so it normalizes vectors before handing off that info to the object requesting a new end point. Cheers! On 12/11/10, Cara Quinn wrote: > Hi again Thomas; > > -A couple of

Re: [Audyssey] game objects in memory

2010-12-11 Thread Thomas Ward
Hi Cara, The GetX() and GetZ() functions simply calculates the vector for any and all game objects moving in the game world. It doesn't actually move any of them. They have their own functions to actually move them. They juste use the functions to calculate the new vector. As for reversing sine a

Re: [Audyssey] game objects in memory

2010-12-11 Thread Cara Quinn
Thomas; I have a question for you. By removing the + in the getX and getY functions, I may have taken out a feature you wanted. Were you just wanting to calculate the new vector or actually change Mara's position with the two functions? If you simply want to calculate the new movement vector, t

Re: [Audyssey] game objects in memory

2010-12-11 Thread Cara Quinn
ACk! I just noticed that there is an instance of 'direction' in the getY method. This should be velocity. -eek! NOt sure how that got in there, but there ya go! :) -Good thing I reread these! lol! Smiles, Cara :) On Dec 11, 2010, at 10:22 AM, Cara Quinn wrote: Hi Thomas; I'll comment and ada

Re: [Audyssey] game objects in memory

2010-12-11 Thread Cara Quinn
Hi again Thomas; -A couple of things I forgot to mention in my last note. Firstly, before you send x or y to your getX or getY methods, the vector should already be normalized. I overlooked this before as I was only looking at what your methods were returning. You can normalize your current ve

Re: [Audyssey] game objects in memory

2010-12-11 Thread Cara Quinn
Hi Thomas; I'll comment and adapt your code below. These methods should all return normal vectors anyway, so you shouldn't need to normalize. I just did a few tweaks as that's all they seem to need. changed z to y for consistency. Let me know how it goes, K?… Smiles, Cara :) On Dec 9, 2010,

Re: [Audyssey] game objects in memory

2010-12-10 Thread Thomas Ward
Hi Cara, No problem. Looking forward to it. Also if you can please respond to my off list message with the technical questions regarding Mac vs Windows programming languages and APIs. Thanks. On 12/10/10, Cara Quinn wrote: > Thomas; > > Thanks for sending this along and am happy to rewrite / s

Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
Thomas; Thanks for sending this along and am happy to rewrite / send along some code. :) -Will check back in on the 'morrow witcha! -I'm a sleepy girl now!… Smiles, Cara :) On Dec 9, 2010, at 7:22 PM, Thomas Ward wrote: Hi Cara, Sure no problem. below is the functions I'm using to calculate t

Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi Cara, Sure no problem. below is the functions I'm using to calculate the angle and vector Mara will travel to reach her next coordinates on the map. However, before you ask the reason the calculations don't have a fps or time parameter that's because I assume 1 as the frames per second which is

Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
Thomas; -Just a quickie for now; How are you working out which direction you'd like to have Mara travel in? I'm assuming you're deciding based on a degree and then working out a vector from that? How are you creating your vector from your angle? (this might be the issue) I.E. if you're suppos

Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi Cara, Hmmm...That makes sense. That also seams to be the problem. Mara's rate is 1 unit per frame and the walls are 1 unit thick. Now, if I walk at them head on I'll smack face first into the wall, door, whatever. If I take them at an angle say 15 degrees I'll walk right through them. On 12/9

Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi, Well, thin enough the neighbors can hear a pin drop. Grin. No, seriously I set the walls on the level to 1 unit. I think this might be the source of the problem.Normally this isn't a problem with the current array based system, but when I created a sample level using the 3d coordinates Mara j

Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi, Yeah, the Quake 3 engine is still extensively being used. I know several games from Activision depend on the Quake 3 engine. Right off the top of my head I know Star Trek Elite Force and Star Trek Elite Force II both use a Quake engine. On 12/9/10, Cara Quinn wrote: > Ben, yes. > > JQ is act

Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
Thomas, how thick are your walls?… -Just curious… -Hey, -sounds like a bad pick-up line! lol! Smiles, CQ :) On Dec 9, 2010, at 2:36 PM, Thomas Ward wrote: Hi Cara, Actually, the storm troopers can move in any direction AKA 360 degrees. They have to in order to properly aim and stuff. I did som

Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi Cara, Actually, the storm troopers can move in any direction AKA 360 degrees. They have to in order to properly aim and stuff. I did some testing and I figure the real reason they didn't pas through the wall is because on beginner the speed was set to 0.25, but on expert when they were set to 1

Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
jediquake? -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: 09 December 2010 18:24 To: Gamers Discussion list Subject: Re: [Audyssey] game objects in memory Oh, and there was a 3, and I bet: 3. that your storm troopers don't a

Re: [Audyssey] game objects in memory

2010-12-09 Thread Ben
Hi cara Ever thought of updating jediquake? -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: 09 December 2010 18:24 To: Gamers Discussion list Subject: Re: [Audyssey] game objects in memory Oh, and there was a 3, and I

Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
Oh, and there was a 3, and I bet: 3. that your storm troopers don't actually move on diagonals! lol! this would explain why they don't happily skip right through the map. :) Talk soon!… Smiles, Cara :) On Dec 9, 2010, at 10:08 AM, Cara Quinn wrote: HI Thomas since you said that Mara passes th

Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
HI Thomas since you said that Mara passes through walls sometimes when you're at just the right angle, I'm betting that: 1. your walls are very close to the same thickness to Mara's move rate. (the distance she usually moves in a frame) 2. that it's easier or more likely that she will walk thro

Re: [Audyssey] game objects in memory

2010-12-08 Thread Hayden Presley
] game objects in memory Hi Cara, Yeah, makes sense. That's basically what I was thinking. For some reason Mara just skips through the wall, and I am dividing by the elapsed time, FPS, and somewhere in the code she skips something somewhere. Must be a new Jedi force skill. The ability to pass th

Re: [Audyssey] game objects in memory

2010-12-08 Thread Thomas Ward
Hi Cara, Yeah, makes sense. That's basically what I was thinking. For some reason Mara just skips through the wall, and I am dividing by the elapsed time, FPS, and somewhere in the code she skips something somewhere. Must be a new Jedi force skill. The ability to pass through walls like a ghost. L

Re: [Audyssey] game objects in memory

2010-12-08 Thread Thomas Ward
Hi Cara, I'm just basically using a trig based formula for calculating the next possible x/y/z vectors. As far as I know the formula is correct, and it does work fine with the array based collision detection I have now. It is just when I try to calculate a 3d coordinate and see if items touch wher

Re: [Audyssey] game objects in memory

2010-12-08 Thread Thomas Ward
HI Cara, That's actually one reason I'm still in favor of the array method we've been talking about as I find it very easy to blow punch holes in walls, doors, and still leave part of the structure standing. For example, in Mysteries of the Sith, the SW game I'm working on, if Mara uses a thermal

Re: [Audyssey] game objects in memory

2010-12-08 Thread Cara Quinn
Ah, Thomas, just reread your note and something else springs to mind. HOw are you doing your calculations for your movement? Remember to use Pythagorus so you get the correct values when dealing with diagonal motion. I.E. Always normalize and then magnify your movement vectors so you always g

Re: [Audyssey] game objects in memory

2010-12-08 Thread Cara Quinn
Rynhardt; That's actually a way I was thinking of, myself, to accomplish this. I personally haven't been working with destructible maps, but it's something that I really want to do. -And had just been toying with the idea of doing exactly what you just suggested. I.E. place an object in an are

Re: [Audyssey] game objects in memory

2010-12-08 Thread Cara Quinn
Hi Thomas, are you calling the detection routine each frame? Secondly, when your player is moving, is her movement being divided by the frames per second? I.E. it sounds like she's skipping over the wall because she's not actually passing through the space but skipping through it. If you divid

Re: [Audyssey] game objects in memory

2010-12-08 Thread Thomas Ward
Hi Cara, Yah, I see that. Unfortunately, I tried creating a level for Mysteries of the Sith using a 3d coordinates system like you said and I must have done something wrong because the main character, Mara Jade, kept walking through walls for some reason. Some times she would hit it, but other tim

Re: [Audyssey] game objects in memory

2010-12-08 Thread Rynhardt Kruger
Hi Cara, My idea was originally to have an array of pointers to objects defining the characteristics of the object at that location. I also thought to have e.g. one wall object andd a lot of pointers to that one object in the array locations where the wall should be. That said, I think you've

Re: [Audyssey] game objects in memory

2010-12-07 Thread Valiant8086
Behalf Of Rynhardt Kruger Sent: Tuesday, December 07, 2010 5:31 AM To: Gamers Discussion list Subject: Re: [Audyssey] game objects in memory Hi Cara, The reason I thought the 3d array would be faster is: Lets say you want to check if the player object moves into a wall when it takes a step. In the

Re: [Audyssey] game objects in memory

2010-12-07 Thread Cara Quinn
Yes Thomas, this seems to be a different approach than the popular one people are taking here, in that it seems to kind of free up the programmer to use real physics and constant relatively low-cost collision detection without needing to worry so much on the exact position an entity will be in a

Re: [Audyssey] game objects in memory

2010-12-07 Thread Thomas Ward
Hi Cara, Hmmm...I'm going to have to try that. When you put it like that it looks pretty easy. Essentially, all I should have to do is create a class to hold something like a wall and define its maximum x, y, and z boundries and detect if the player comes into contact with any point of the wall, d

Re: [Audyssey] game objects in memory

2010-12-07 Thread Thomas Ward
Hi Cara, Cara wrote: What data types are you storing in your array? I.E. HOw are you showing that there is a wall and not air per se in a particular area? I'm assuming here, that we're talking about a full-scale map of the level. My responce: At least the way I do it in g3D I have a header called

Re: [Audyssey] game objects in memory

2010-12-07 Thread Cara Quinn
Hi Rynhardt, in theory this sounds good, but I have a couple of questions for you. What data types are you storing in your array? I.E. HOw are you showing that there is a wall and not air per se in a particular area? I'm assuming here, that we're talking about a full-scale map of the level. Al

Re: [Audyssey] game objects in memory

2010-12-07 Thread Rynhardt Kruger
Hi Cara, The reason I thought the 3d array would be faster is: Lets say you want to check if the player object moves into a wall when it takes a step. In the case where every object has attributes for the 3d coordinate, you have to search through all the objects currently in the level and check

Re: [Audyssey] game objects in memory

2010-12-06 Thread Cara Quinn
Rynhardt; -It occurred to me that I didn't completely answer your question in my last note, so my apologies. :) In my own personal opinion, yes, it's good to have map data in an array, as well as using a flexible coordinate system as in my code example. HOwever, even though game objects can st

Re: [Audyssey] game objects in memory

2010-12-06 Thread Cara Quinn
Hi Rynhardt; ACtually collision detection really isn't that expensive. Here's some C++ for checking two axis-aligned bounding boxes in 3D. // set the lower and upper coordinates of each box // and set their position Box A (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0); A.setPosition (3.0, 3.0, 3.0); Box B

[Audyssey] game objects in memory

2010-12-06 Thread Rynhardt Kruger
Hi, Another question to the devs on this list: What have you find to be the best way of representing the map and other game objects in software? Two ways I can think of is to either have everything in an big 3d array, or to give each object attributes specifying the 3d position. Advantages of