Author Topic: Half Life 2: On-Calc  (Read 75817 times)

0 Members and 3 Guests are viewing this topic.

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #180 on: April 12, 2010, 04:48:29 pm »
So, I am making progress.
The only problem I have is that it is sofa king hard to get the stupid collisions to work.  Some very strange things are happening when I do.  Things that shouldn't happen.
I'll post a pretty screenshot and maybe another demo when I get it to work.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Half Life 2: On-Calc
« Reply #181 on: April 12, 2010, 05:31:07 pm »
Yeah i was working on a physics library in Axe a while back, and the collisions are murder.  Since evry object needs to collide with every other object, you get nested for loops and it gets slow pretty quickly.  That is unless yo implement some alternative collision routine such as buffer driven, but then you lose a buffer and thats no fun :/  keep at it tho! :)

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #182 on: April 12, 2010, 05:43:55 pm »
Well, I only cycle through the remaining objects (because you don't need to calculate the same collision twice), so it is a bit faster.
However, although the collision code works fine, the when I try to modify the velocity of the objects in question, strange things happen.  Like invisible walls appearing, and other fun stuff.  I have no idea why.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2: On-Calc
« Reply #183 on: April 12, 2010, 10:44:32 pm »
The hardest part is having to deal with object collision, right? Tiles are also hard. For someone who was used to handle tile by tile movement, like in most old RPGs is gonna have an hard time getting used to collision detection when their character can move a single pixel instead of moving every tile (even smooth tile by tile movement was easier).

I hope you can fix those issues. Good luck!

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #184 on: April 13, 2010, 04:57:46 pm »
Holy cow, that was hard.
I have semi-complete object collisions.  Attached is a gif.
Next on my to-do list are these, in order:
*Finish object collisions
*Support variable-size sprites
*Look into the possibility of bigger maps with smooth scrolling
*Release early beta of Source Engine

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2: On-Calc
« Reply #185 on: April 13, 2010, 05:28:22 pm »
wow that's friggin fast considering the collision detection you have to check. It's cool how you can push objects like this and that they have good physics too. In Block dude when blocks are pushed at the bottom of a cliff, they only go straight downward regardless. For some reasons, the character jumping speed seems pretty fast, though. Are you planning to make jumps slower?

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #186 on: April 13, 2010, 05:29:43 pm »
Yes.  He is not jumping, rather, for debugging purposes, he is flying.  I made him holding up bring you endlessly upwards.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2: On-Calc
« Reply #187 on: April 13, 2010, 05:32:56 pm »
Yeah I know, I was just curious. In Super Mario 1.2, Mario jumps about that fast, so when jumping high, from the time you start going up until the time you touch the ground again (at the same level), only about 0.3 seconds will have elapsed. It makes jumping on enemies quite hard when you're used to the real mario games almost taking a second to do so.

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #188 on: April 13, 2010, 05:34:25 pm »
Yes, I will be sure to have it take a little while.
Anyone have suggestions to add to my to-do list?

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2: On-Calc
« Reply #189 on: April 13, 2010, 05:35:46 pm »
Maybe some enemies moving around? (altough it may not be much unless you add the ability to shoot alerady)

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #190 on: April 13, 2010, 05:38:24 pm »
Ooo, there's something that completely slipped my mind.
I'll stick that on the bottom of the list.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2: On-Calc
« Reply #191 on: April 13, 2010, 05:45:39 pm »
I wonder if smooth scrolling would be fast? My little worry is about having a stationary HUD in front of the entire screen scrolling. You would need to redraw the entire HUD every frame, right? Else, I wonder if such thing could just be stored in the memory somewhere and recalled into L6 when the screen finished scrolling... I haven't messed around with scrolling yet.

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #192 on: April 13, 2010, 05:47:06 pm »
Well, smooth scroll shouldn't create a slow down on its own, and I already draw the objects seperately from the map anyway, so I don't think a HUD would create a slowdown.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2: On-Calc
« Reply #193 on: April 13, 2010, 05:49:56 pm »
Aaah ok, thanks for the info. MY worry was if the HUD had like 10 elements to display every frame. I guess one helpful thing would be to not use any text

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Half Life 2: On-Calc
« Reply #194 on: April 13, 2010, 05:50:04 pm »
Did you figure out any of those going in the ceiling/floor glitches? Or is that part of the object collision you need to finish?

By the way it is looking nice!
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)