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  1. #3621
    Member BluePrintRandom's Avatar
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    Originally Posted by Nicholas_A View Post
    Yeah, that's exactly what I'm doing but for some reason it only does it properly on the initial recalculation and not after sculpting.

    are you recalulating all the faces and edges after each sculpt?

    tonight I was going to refactor the level editor into an actor controller but I found a bug that needed to die first



    spring break is a bit rough for me to get Pc time :|
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
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  2. #3622
    Member Nicholas_A's Avatar
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    I'm in denmark right now but yeah. I had fixed it.
    My YouTube channel | My Blendswap profile | Current Project: Infinite Ammo

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  3. #3623
    Member BluePrintRandom's Avatar
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    Ok, so I have been ill, and spring break actually means I am much more busy, I won't be able to really work on refactoring / moving the terrain editor into an actor (devGod).

    Hopefully Monday morning I will have a few hours to take care of it and get the editor ready in game,
    Also need the kdtree loading bubble center object to automatically target the same actor as the player controller.

    Then I will be adding an inventory system for selecting and placing game object instances, and editing their properties.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  4. #3624
    Member BluePrintRandom's Avatar
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    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  5. #3625
    Member BluePrintRandom's Avatar
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    found a bug with text / visibility / culling or something, and worked around it , and notified UPBGE team.

    Also even found a crash
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  6. #3626
    Member BluePrintRandom's Avatar
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    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  7. #3627

    Impressive

    Wow!! This project is really amazing!! The way you have presented this article was really amazing!!



  8. #3628
    Member BluePrintRandom's Avatar
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    Thanks! Article


    so today I went through and rescaled everything (smaller is better for floating point math errors)

    and then fixed a number of bugs that induced
    also fixed a bug with animation using the mouse (it was set to pulse instead of ON)

    I thought about it, and I will replace the terrain generator input detection with message sensors, and then roll the point to be edited into the message body (removing the overlapping controls)

    then I will add inventory item that is the editor, and have a primary, and secondary fire mode.
    Last edited by BluePrintRandom; 13-Apr-17 at 12:51.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  9. #3629
    Member Nicholas_A's Avatar
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    So im finally getting close to finishing my generator but whats annoying is that it takes like 0.2 seconds to create a new instance of a mesh. That is kind of bothersome when trying to load in tiles in real time when the player moves. Maybe my memory is just slow. How do you add in tiles without there being a noticable lag?
    My YouTube channel | My Blendswap profile | Current Project: Infinite Ammo

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  10. #3630
    Member BluePrintRandom's Avatar
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    Each tile is 10x10 vertex

    How big is your editing kdtree?

    Are you rebuilding every time you load a tile?

    The optimisation I have done, is to rebuild a small kdtree based on the mouse focus or a range from the actor

    Big kdtree = used to decide what tiles to load

    Small kdtree = used to edit mesh
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  11. #3631
    Member Nicholas_A's Avatar
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    Originally Posted by BluePrintRandom View Post
    Each tile is 10x10 vertex

    How big is your editing kdtree?

    Are you rebuilding every time you load a tile?

    The optimisation I have done, is to rebuild a small kdtree based on the mouse focus or a range from the actor

    Big kdtree = used to decide what tiles to load

    Small kdtree = used to edit mesh
    I think my tile is 10x10 vertex. (I'm mobile so i can't check)

    i'm not using kdtree

    what do you mean exactly? Each time i load a tile, i create a new mesh, displace it, recalculate normals, physics.

    ...

    i can recalculate normals and physics as well as displacement virtually instantly. Its just the libnew that is slow.
    My YouTube channel | My Blendswap profile | Current Project: Infinite Ammo

    I sell custom logos for $5. Check them out!



  12. #3632
    Member BluePrintRandom's Avatar
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    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  13. #3633
    Member BluePrintRandom's Avatar
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    Ok, I think I am going to shoot for a low poly, mix of BLAME! and GASOLINE MASK COCOLORS for art style,
    cell shaded, Stylized Anime, Chibi. but with AKIRA style Neon contrast elements.

    I am also thinking, global warming has caused a perpetual storm, and a weekly hurricane (it never goes away) just goes all the way around earth.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



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