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Thread: Game: Track implementation

  1. #21

    Re: Game: Track implementation

    I allready can smell some nice additions to TBGL and thinBasic because of this project. Funny, that is how it works with Blender at the moment. The biggest pushes were included when they made the movies.

  2. #22
    Super Moderator Petr Schreiber's Avatar
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    Re: Game: Track implementation

    I will be happy to add new stuff to TBGL,

    this project is big challenge, I like working on it.


    Petr
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  3. #23

    Re: Game: Track implementation

    I forgot to mention that I started on an editor/builder as a concept. If you guys like the approach then we can use it. I'm surprised how easy it is to setup a UI for it.

  4. #24
    Super Moderator Petr Schreiber's Avatar
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    Re: Game: Track implementation

    Perfect,

    do you use TBGL canvas + UI module or your new GUI functions?


    Petr
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  5. #25

    Re: Game: Track implementation

    TBGL Canvas and UI.

  6. #26
    Super Moderator Petr Schreiber's Avatar
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    Re: Game: Track implementation

    Nice,

    I am happy Eros designs UI the way he does, that allowed hooking of TBGL canvas easily without any trouble.

    One thing I was thinking of - if you remember my AI demo, there were some waypoints. If the track editor could autodefine them for final map, it would be very useful feature saving lot of time.

    Which approach do you take for tiles - do you center them at 0,0,0 or other way?


    Petr
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  7. #27

    Re: Game: Track implementation

    Which approach do you take for tiles - do you center them at 0,0,0 or other way?
    The center of the base is at 0,0,0 modeled. The best for collision detection might be a raycast collision detection.

  8. #28
    thinBasic MVPs kryton9's Avatar
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    Re: Game: Track implementation

    Nice work Michael. The screenshots you and Petr put up helped me understand what you meant by tiles. Thanks.
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  9. #29
    Super Moderator Petr Schreiber's Avatar
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    Re: Game: Track implementation

    Hi Mike,

    thanks for the information.
    Raycast could work ok, as long as done just on current tile for example, that could mean quite low overhead.

    I guess it is time for TBGL function to shoot ray against model


    Thanks,
    Petr
    Learn 3D graphics with ThinBASIC, learn TBGL!
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  10. #30

    Re: Game: Track implementation

    Not sure if we have a DistantstoModel kind of command. I think we do or?

    We could use it very nicely. It could help to detect the banking and slope of a track under the vessel. 4 rays from each corner of a vessel downwards. By the length of a ray you know if it goes up (front length shorter then back so you have to lift the nose. Left rays shorter than right, you have to tilt the vessel to the right side.

    About the editor. I have now the rest of the week off. Playing babysitter for my son. But I have to enfing in the night so in about 2-3 days I will be able to show you somwthing. I hope!

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