tag:blogger.com,1999:blog-5417138872461097808.post9136979688604778544..comments2023-08-13T06:00:11.959-07:00Comments on Tower22: Multi-HeadachesRickhttp://www.blogger.com/profile/04196340535742326978noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-5417138872461097808.post-54451091039381963642010-09-25T15:51:56.051-07:002010-09-25T15:51:56.051-07:00That is quite awesome,
I have to begin creating a...That is quite awesome, <br />I have to begin creating an editor for my game, since I would like to move past using a tile-based format.<br /><br />This way I can simply load images and place them for the art of the levels and draw Box2d shapes for collision, though I'll still keep a grid for setting up A* pathfinding for AI, the art won't be dependent on it.<br />Im just seriously dreading the GUI stuff I will need to do however :/<br />Im using SFML for Graphics/Events but It doesn't cover GUI's<br />I've been procrastinating that for months...Julian Williamshttps://www.blogger.com/profile/10144995456062682178noreply@blogger.comtag:blogger.com,1999:blog-5417138872461097808.post-78161917287876913572010-09-24T10:45:08.625-07:002010-09-24T10:45:08.625-07:00Got to add that the Lightwave models are only the ...Got to add that the Lightwave models are only the initial meshes. Once imported, they are converted to my own format that contains additional data as well (ambient settings, entities, script, AI stuff, etcetera). One of the reasons for that is to keep everything in a single file, and to make it suitable for the background streaming I was talking about.<br /><br />The editor can be used then to texture the walls, rebuild normals, and so on. So far I can't move vertices yet, but that would be perfectly possible as well.Rickhttps://www.blogger.com/profile/04196340535742326978noreply@blogger.comtag:blogger.com,1999:blog-5417138872461097808.post-88264102708013765872010-09-24T10:15:03.349-07:002010-09-24T10:15:03.349-07:00Multithreading is hell, I'm telllng you! Well ...Multithreading is hell, I'm telllng you! Well not 100% true, as long as you plan MT right from the start.<br /><br />Collisions; The sector maps are modelled in Lightwave. The LWO format supports multiple layers, one of them is used for the collision model:<br />- layer1 = high detail geometry<br />- layer2 = medium detail geometry<br />- layer3 = low detail geometry<br />- layer4 = ultra detail geometry<br />- layer5 = portals<br />- layer6 = collision geometry<br />- layer7 = sound occlusion geometry<br />- layer8 = high detail geometry (small details)<br /><br />The collision shape is usually just a copy of the high detail mesh. But you can remove small crap like pipes, or flatten the stairs for a smoother walk. Or place invisible obstacles. <br /><br />In the game itself, the Newton physics library uses this mesh to setup a collision shape. Dynamic objects such as boxes, furniture or characters have a similiar system, but with primitive shapes. The LWO model of a character for examply contains a layer with 1 or more very low poly shapes. These can be boxes for example, but also somewhat more complex shapes. In Newton those are called "convex hulls". A chair for example could be a compilation of 5 boxes. Each hull has its own ID, so I can trace back which part was hit (headshot!).<br /><br /><br />The sound occluder geometry is not used yet, but FMOD can use a 3D mesh for fancy sound calculations as well. This is a very low detailed version of the mesh.Rickhttps://www.blogger.com/profile/04196340535742326978noreply@blogger.comtag:blogger.com,1999:blog-5417138872461097808.post-91868700994379867372010-09-24T02:36:59.352-07:002010-09-24T02:36:59.352-07:00Crazy, I think I'll avoid multi-threading unti...Crazy, I think I'll avoid multi-threading until absolutely necessary, which will be a while, <br /><br />I've been wanting to ask you, how do you set up collision for the geometry you modeled, like the hallways and stuff? do you model additional collision meshes/boxes/sphere's etc. with the actual models and save it as your own format to be read in? Or do you Have an editor that loads the models and lets you draw the collision shapes and export to your own map format? (heh, kind of similar options) or something of that nature?Julian Williamshttps://www.blogger.com/profile/10144995456062682178noreply@blogger.com