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Author Topic: UQM Recreation  (Read 86589 times)
JonoPorter
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It Simple REALLY!
« Reply #195 on: February 11, 2006, 08:55:40 am »

Made a new release with all the changes this week. It binary only. If you want to get the Source just use the CVS the module name is ReMasters. It features the new anti tunneling algorithm! You may have to DL and install SDL.NET

Neato. Care to give a simple explanation as to how your anti-tunelling algorithm works?
Sure… Actually it’s hard to use the word “simple” in a sentence that includes the words “vertex”, “edge”, “rays”, “time steps”, or “integration”.

Here is the semi-short, cryptic and assumes you know a lot explanation:
Each time step I store the position of an object for use in the next integration. If an object is moving at a very high velocity to another object I then use this collision detection routine instead but only on the first collision phase. For each vertex on the polygon of the first object I get where it was last time then create a ray to where it is now. Then I use that ray to see if it collides with the polygon. If it collides I then calculate the time that it collided and store that along with other information. If another ray collides sooner then I use that. Then I flip the algorithm and check each vertex of the second polygon against the first in the same manner. The ray that collides the soonest is the ray I use to determine the vertex. I use the vertexes current position as the collision point. Then the collision normal is the normal of the edge that it collided with. This algorithm is only ran at high speeds because it doesn’t work well for low speeds for the same reason it is so hard to get contact forces working right. It makes a few assumptions that I don’t like but I’ll live with because it works alot better then nothing. Like assuming the Polygon’s edges do not move while the vertexes do. So this algorithm won’t work very well for 2 objects approaching each other at a 90 degree angle at a high velocity.

Say that 10 time fast!  Shocked
« Last Edit: February 11, 2006, 09:07:40 am by BioSlayer » Logged

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My Remake of UQM.
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Both are written in C#.
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Re: UQM Recreation
« Reply #196 on: February 11, 2006, 10:42:44 am »

 Shocked Sadly, my year 12 physics isn't up to that. You've just prooved why you should stick to writing games, and I should stick to writing lowly embedded C applications for AVR microcontrollers.

Congrats on such AMAZING work so far. Can you submit that as a physics project for extra credit? Cheesy

- Dean
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Re: UQM Recreation
« Reply #197 on: February 11, 2006, 03:17:07 pm »

Shocked Sadly, my year 12 physics isn't up to that. You've just prooved why you should stick to writing games, and I should stick to writing lowly embedded C applications for AVR microcontrollers.

Yeah, I can see why Blizzard turned me down and why I'm writing camera drivers instead.  Keep up the great work.
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Re: UQM Recreation
« Reply #198 on: February 11, 2006, 04:08:10 pm »

Is sourceforge.net having trouble today, or is it just me?
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Re: UQM Recreation
« Reply #199 on: February 11, 2006, 08:18:32 pm »

Thanks for all the compliments.  Smiley

Shocked Sadly, my year 12 physics isn't up to that. You've just prooved why you should stick to writing games, and I should stick to writing lowly embedded C applications for AVR microcontrollers.
It is not as complicated as I make it sound. And it’s mostly geometry not physics. Also remember I have been working with this stuff for 6 months so I’m pretty sure I would feel the same way if I had read this explanation 6 months ago.

Yeah, I can see why Blizzard turned me down and why I'm writing camera drivers instead.  Keep up the great work.
They would most likely turn me down too.

Is sourceforge.net having trouble today, or is it just me?
I can’t access it either.

EDIT: Now its back up.
« Last Edit: February 11, 2006, 09:23:38 pm by BioSlayer » Logged

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Re: Ship of the Day: Androsynth Guardian
« Reply #200 on: February 11, 2006, 11:52:22 pm »

It's not as difficult as you might think. If you know anything about polar coordinates you're working with a fixed sphere. The only problem is rendering the thing because you have to convert the polar back to xyz which, as I remember, relies on the trig functions and may raise your system requirements slightly. Then again, games like this tend to run so far under the minimum requirements of other games that you may just have the processor power to spare. If you need more help on the matter I'll look up the functions you need. (good review for me.)
The major problem with that is that my physics engine has no Z coordinate. It’s all done with X and Y. Hence it’s not as easy as you presumed.

No Z? Aren't your graphics 3d? I guess I don't know enough about 3d graphics.

And at this point the converstion from XY to delta/lamda would be... difficult. But if I could write equations that would translate the polar coordinates of the two ships to X/Y coordinates relative to some third center point (and related distance equations) would you like to see them?

One thing to think about is when rolling around a globe the distances could get funny so I'd recomend that if the ships get a certian distance from each other, say a quarter of the way around that you either focus the view on the player ship or find some way to split the screen until they're closer again.
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Re: UQM Recreation
« Reply #201 on: February 12, 2006, 01:34:08 am »

No Z? Aren't your graphics 3d? I guess I don't know enough about 3d graphics.
The physics engine is 2D the graphics is still 3D. The physics engine has its own vector classes that are separate from the graphics engine.


I’m getting the same problem with the mod files for the victory ditties as I had with the wave files. Does anyone know a program that can convert .mod to .ogg? I’ve just written all the code for the victory ditties but I have no good ditties to play. Well they all play but they sound awful.
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Re: UQM Recreation
« Reply #202 on: February 12, 2006, 02:51:27 am »

The long painful way (that you probably have access to) is to simply load the mods into winamp and select the "wavoutput" in preferences.

Then you can use any wav 2 ogg program you have handy.

Mod 2 ogg in one step will likely be hard to find.
« Last Edit: February 12, 2006, 02:54:37 am by Clay » Logged
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Re: UQM Recreation
« Reply #203 on: February 12, 2006, 03:57:52 am »

I found a solution to this problem. The sound works allot better if I increases SDLs buffer size. So that’s what I did and the mods now sound fine.

I now have the victory ditty play for a ships that wins. I also wrote code that slowly moves the camera over the victor.

Now all I need to do is put in special graphics.
Finish the rest of the ships and make a proper selection screen.

Of course I still have the non melee part of the game to do.
« Last Edit: February 12, 2006, 04:02:25 am by BioSlayer » Logged

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Re: UQM Recreation
« Reply #204 on: February 12, 2006, 04:20:27 am »

I’ve been researching into how to do the 3D models and my first step I’m trying to find a common model format. Unfortunately it seams that everyone including there cousins have their own custom format and no way to convert between them. I would like to use the .X format because a lot of models out there are already in that but there is no way that I can find to use them in OpenGL. Do you guys know where I can get a tutorial that uses the .X format in OpenGL?
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Re: UQM Recreation
« Reply #205 on: February 12, 2006, 02:39:43 pm »

There is source and an executable to view .ac models in opengl at ac3d.org.  The .ac format is from the modeler also available on the website and its inexpensive, last time I looked, it was only $35 US.  If you want to try this before buying the modeler, I can provide the models for you.  I already have 4 of the ships modeled without textures.
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Re: UQM Recreation
« Reply #206 on: February 12, 2006, 09:39:32 pm »

Hey there,
I'm pretty impressed with what you've done with ReMasters, but I thought you should know 0.1.05 crashes immediately after trying to execute it. 0.1.04 works like a charm.
I'm trying to run it on my laptop: P4 2.8 Ghz, 512 mb ram, Win XP SP1 with all the latest drivers.
I hope this isn't a serious problem.

Looking forward to future versions,
Michilus_nimbus
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Re: UQM Recreation
« Reply #207 on: February 12, 2006, 11:50:08 pm »

Download and unzip the files in the zip below into the same directory as the executable. That should make it work.
http://jon.ssofti.com/screenshots/dependecies.zip
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Re: UQM Recreation
« Reply #208 on: February 13, 2006, 01:10:22 am »

Well I have made yet another release despite the short time that passed it actually has a few additions. Added the ditties for a victorious ship and cleaned up the code even more. I switched over to a more recent SDL.net version. And I eliminated the popping noise (at least on my computer).

 Rob Loach From SDL.Net  told me the files I needed to include to make it so downloading SDL.net is no longer needed. So you won’t need to worry about downloading anything extra except for .Net 2.0
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Re: UQM Recreation
« Reply #209 on: February 13, 2006, 02:47:47 am »

I just wanted to express my impression from all the latest progress in the game.
many stuff is improved, I also noticed the delay of the ship selection screen after ship explosion was implemented! well done.
very good job with the sounds.
though, I hope you still remember that, at least in my opinion, all the timing/speed/damage parameters of the various weapons should be corrected (for instance- urquan fighters luanch rate should be faster, comet mode speed should be faster.... and so on) of coarse, these things aren't urgent.
I didn't really understand why the planet is more oval-like now. could you explain it?
what 's with the .ini files definitions from TW that you needed? I wonder if that's accomplished? not that I found it out myself..
and another thing- I really liked those "destroyed ships' wrecked parts scattering". This is a very nice, but it could be even much better if those parts were smaller and there were more many of them. just imegining a fight with this plus the final 3D-models graphics give the whole gameplay a step forward in realism.
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