Added: 2 years ago
From: giveupgames
Views: 9,043
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  • good programing skills

  • Love his ultra cool walk, great head action. I wish I was cool enough to strut down the road like that.

  • @TalonD876 - Thanks. I was only doing this kind of programming for 4 months when this video was made. JibLibX and XNA does most of the heavy lifting. I've been programming for 10 years.. BUT ... in all that time, i've just been doing database programming and websites. Basically nothing that has anything to do with this demo. All that experience got me very comfortable the c# language, that's about it. When i started game programming, i felt like i was starting at zero again.

  • this is awesome, how long did it take to make and how long have you been programming?

  • nice, and nice musics too!

  • Is there a way to ignore the sliding on the non horizontal floors using OCTree? I use the OCTree class provided in the Ziggyware tools and it works just like in your video.

  • Thank you so much for taking the time to answer me that's really kind !! About the first approach (the clean way) it looks to me like is the bounding sphere will no longer slide along the walls due to the high friction... so am gonna go with the second approach that i find very clever and by the way my character will not be jumping. Thank you again !!

  • @ennazk - Yeah, ziggyware had a great Octree demo. The JibLibX library is a little more robust and does more stuff. To avoid sliding off the roof, i could just increase the amount of friction either the character has, or the platform has. If i wanted to, i could make the platform bouncy by just changing one variable and then it would be like a trampoline. The ziggyware demo is a great proof of concept to teach a person how to do the sliding collisions, which is hard to do by yourself

  • it requires much more resourses yeah? What about your character? is it cube or pixel accurate too?

  • No, it isn't a strain on resources. Even though it is complicated, the whole shape is managed by an OcTree, which breaks it down to sections, and helps me avoid checking all the triangles of the model.

    The character is a simple bounding sphere. not pixel accurate.

    I use boxes and spheres whenever i can, but the more complicated 'custom shapes' when i know my character will need to move very close to an object.

    I will probably change my character to a 'capsule' shape.

  • @Sarunikss

    WTF "do you do with "pixel accurate" in 3D collision detection o.O

    u have many ways of detecting collision in 3D and non involve pixels

    the smallest element in a 3D space is not pixel , it's Vertex(Vertice)

    Most of the 3D collisions start from the plane equation

  • what bounding box does that tower use?

  • No Bounding Box.

    It uses a custom primitive shape instead of a box. Essentially, the 'custom primitive shape' IS the model but it's dynamically created after the model is loaded.

    It fits the model perfectly, so you can do what looks like "pixel-accurate" collision detection.

    I didn't write the code to make the nicely fitting custom shape, it's the JigLibX library. I did have to alter it to be able to position it any way i want though. By default it's meant to load entire levels, not objects.

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