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  1. #3701
    Member BluePrintRandom's Avatar
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    Some more infrastructure work
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  2. #3702
    Member BluePrintRandom's Avatar
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    newcanvas_1509169468120_1511501118039_1512260182627.jpg

    enemy / neutral / friendly light robot

    edit:
    update -


    No data loss :3

    so when a object is created it saves the data about the object on the tile on which it spawned

    when a object is edited it updates this data,

    when a tile is unloaded, it also updates the data,

    when you quit all loaded tiles objects are updated before the tile is unloaded.


    so we have persistence of
    1. terrain sculpting and vertex color paint
    2. placed objects their properties
    3. road objects


    Next up is object color as a special obj prop, so if you change it, it updates and saves.
    Last edited by BluePrintRandom; 04-Dec-17 at 12:46.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  3. #3703
    Member BluePrintRandom's Avatar
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    Model_vs_concept.png
    model vs concept so far



    Last edited by BluePrintRandom; 05-Dec-17 at 15:03.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  4. #3704
    Originally Posted by RC12 View Post
    This is awesome!

    Plus 1 from me too. I could spend days from page 1 of this thread to the last.



  5. #3705
    Member BluePrintRandom's Avatar
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    Originally Posted by Representative View Post
    Plus 1 from me too. I could spend days from page 1 of this thread to the last.
    Thanks!!

    Grid snap switch is in



    edit:
    Last edited by BluePrintRandom; 07-Dec-17 at 17:25.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  6. #3706
    Member BluePrintRandom's Avatar
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    edit:


    Using grid snap +world canvas + 1x1 bu objects to make a world

    minor bugs = edit mode needs it's own ui options and display (like obj .xyz etc)

    when in edit mode painting controls will be disabled
    Last edited by BluePrintRandom; 08-Dec-17 at 16:08.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  7. #3707
    Member BluePrintRandom's Avatar
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    Ok today I....

    split up states
    1. Edit mode = choose new object to manipulate is it's own state (soon the gimble itself won't appear unless you are in this state)
    2. place mode = now placing objects is a discrete ui state that can later have options
    3. delete mode = looks up objects entry on world tile to spawn it, and removes entry and deletes object, 'purging' the reference.

    video coming soon.
    edit:



    edit2:
    Last edited by BluePrintRandom; 11-Dec-17 at 18:17.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  8. #3708
    Member BluePrintRandom's Avatar
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    Last edited by BluePrintRandom; 12-Dec-17 at 14:15.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  9. #3709
    Member Jamie B's Avatar
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    I've not stopped by to look at this thread for a long while. Glad to see you are still hard at work. from what i can see, you have put in a tremendous amount of effort and made a lot of major improvements to this project!

    Keep at it, your dedication is admirable



  10. #3710
    Member BluePrintRandom's Avatar
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    thanks Jamie!

    lost a bit of work this morning, but caught right back up and made
    1.fence
    2.stair
    3.corner felnce
    using dojo texture

    and imported a nice pack of low poly trees / veggies from blendswap
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  11. #3711
    Member BluePrintRandom's Avatar
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    ok, next up is

    1. enemy spawner object
    2. enemy route object
    3. enemy pursuit logic (send home(guard), or wait/ teleport offscreen(pack/bosses))


    edit:

    ok! one spawner is done! (spawn pre alerted enemy in seek mode)

    next up is to make it so it the property 'route' is in the enemy, they don't know they players location, and instead they patrol.

    edit2: before I can make any patrols I need to be able to edit values inside game objects!
    I will have it so you setup a prop to edit and a target value and it's type and then right click a object to set the property.

    like
    prop = "Route"
    value = "2"
    type = int

    and right clicking an game_ob while in edit prop mode will set/overwrite that prop.

    about creating routes -> routes will be objects with a property
    Route_number and order number and a connection list (for places where more than 1 path come together)

    like

    route 1, node 1, connects to nodes [ 12 , 16, 2 ]

    I am going to need some silly version of A* for the agents when patrolling
    Last edited by BluePrintRandom; 15-Dec-17 at 15:44.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  12. #3712
    Member BluePrintRandom's Avatar
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    ok editor is in and accepts alphabet, enter key and backspace,

    numbers and commas and endbrackets next.

    then onto type menu and property applier/update spawn tile data.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  13. #3713
    Member BluePrintRandom's Avatar
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    2017121809192534587_1513618675914.jpg

    Robot.Engineering.Mechanic.Intelligence

    Remi
    Last edited by BluePrintRandom; 18-Dec-17 at 15:51.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  14. #3714
    Member BluePrintRandom's Avatar
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    ok, quick update

    property placer input system is working, code to back it up is simple.

    after property placer is in place,
    next up will be programing route objects,
    and then setting up spawned ai units to patrol etc.

    after that it's on to game design in a open world :3
    Last edited by BluePrintRandom; 19-Dec-17 at 11:46.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  15. #3715
    Member BluePrintRandom's Avatar
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    Screenshot_2017-12-29-22-27-08_1514615460671.jpg

    Extradimensional capacitor
    [uses quirks in quantum physics to hold ridiculous energy density]
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  16. #3716
    Member BluePrintRandom's Avatar
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    ok so to edit a obstacle grid we need to see it eh?






    p2 - we can edit it!


    p3 - store obstacle grid in pickle when saving game / load obstacle grid when loading game working

    p4 demo
    Last edited by BluePrintRandom; 03-Jan-18 at 22:23.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  17. #3717
    you need a way to select a whole bunch of those at once.It would be easier.



  18. #3718
    Member BluePrintRandom's Avatar
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    actually the precision is needed,

    I was thinking of spawning a highlight obj so you can see precisely where your aiming,

    I seperated the navigation grid from the vertex density and I think I can double the amount of pathing nodes and increase my precision

    right now there is a node every .25 bu

    smaller nodes will also make a smaller pathing area though,
    (which is already too small)

    I am certainly going to need a compiled version of my jps but I don't know how to write c++ to edit the jps to behave like mine,

    (build node grid relative to agent and set walkable using obstacle grid)
    get path flush nodes
    path next agent
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



  19. #3719
    okay it was a bad idea.



  20. #3720
    Member BluePrintRandom's Avatar
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    it's ok ,

    the idea is to have the obstruction grid small enough to wall off areas but not block any traverable areas. .25 thickness is too thick

    so I double res of nodes, (for thinner walls)
    then compile code (25x speed up)
    then quadruple pathing area
    (making it 2x larger than now w/2x density)
    Last edited by BluePrintRandom; 04-Jan-18 at 17:47.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



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