Pirate Hell v2 (61 posts)

  • Profile picture of ceiphren ceiphren92p said 3 months, 2 weeks ago:

    ARRRR!

    Ya wanna hear a fine stoory? A story aboute gold and treasures?

    Hehehe, I do not have no one.

    But I have something better.

    A way to create ya own!

    And I’ll call it: Pirate Hell! (Extended Edition)

    So guys. As I promised, here’s my announcement for the big great plan to create a game that has everything:
    Fast gameplay, much action, loot, upgrades, excessive particles, loot, more or less intelligent enemies, loot, different missions, characters, loot, someday a coop-mode and, the most important: loot, loot, loot (We’re pirates! We ain’t care for anything else!)

    What am I doing now?
    - path-finding (with the ‘a-start’ algorythm)
    - Really fast collision calculation
    - Graph-building (the network the Path-finder can find the ways from)
    - and level-creation (the jmp-terrain-builder is just what I need)

    As you see there’s much background-work to do so I cannot show very much. I think this will continue for several months because I want to create a very strong and flexible game-system.

    So here’s a screeny from the graph-building-part:

    Every island will be abstracted to a n-gon so the path-finding and collision-calculation can be reduced to a 2-dimensional space (which I hope, will be causing really really fast calculations)

    Also the path-finding finally works.

    And at least something more fancy: a new ship!

    That’s all for today. Updates will come soon.

    ceiphren

  • Profile picture of kbender88 kbender8844p said 3 months, 2 weeks ago:

    Nice! good luck with the project…

    I had thought about doing 2-d collision calculations as well, it makes sense for boats since they cannot “jump” or fly, eliminating the need to calculate anything in that direction.

    Ship looks nice, what’s your pipeline for your models?

  • Profile picture of nehon nehon591p said 3 months, 2 weeks ago:

    Awesome!!

  • Profile picture of erlend_sh erlend_sh132p said 3 months, 2 weeks ago:

    I love how you’ve incorporated TerraMonkey into your game. That mix of deep and shallow ends really breaks up the scene beautifully.

    Did you ever play Warcraft 3: Battleships?

    Seeing the water plus these terrain shapes from this angle I was immediately reminded of it. If your game becomes anything like Wc3 Battleships, I’ll play the heck out of it. I’d say it’s definitely a game worth researching, regardless of your vision.

  • Profile picture of ceiphren ceiphren92p said 3 months, 2 weeks ago:

    @kbender88: currently it’s blender but I’m saving money for a 3d-studio license. Regardless blender is an awesome tool, 3ds has some advantages which saves hours and hours of time.

    @erlend_sh: Well I’m a wc3-fan but I never heard of that mod. I’ll look at it.

    The water-effect with terra monkey was a funny one. I played around with the jmp-features and, *pop*, there was this awesome effect. I really like it ’cause it adds a lot of variation to the water.

  • Profile picture of sbook sbook259p said 3 months, 2 weeks ago:

    Awesome!!!!! Glad to see that this is being continued. The new ship looks beautiful, I’d love to see some native Bullet + cloth on those sails :D

  • Profile picture of normen normen1290p said 3 months, 2 weeks ago:

    Yeah, thats cool :) Softbody physics is definitely post-3.0 but with the nice advantages with native bullet lately that could really be 3.1 already ;)

  • Profile picture of atomix atomix72p said 3 months, 1 week ago:

    @ceiphren :
    Veeery impressive as usual :p
    n-gon path-finding algorithm? – 8O , never heard about this until today!

    @normen : I still so excited when I hear the news about SoftPhysics, really want to test out my character’s giigle boobs :p :

    @normen said:
    Yeah, thats cool :) Softbody physics is definitely post-3.0 but with the nice advantages with native bullet lately that could really be 3.1 already ;)

    3.1 , waiting !!!!!!!

    Out topic a little bit, more about physics:

    Remeber that I ‘ve failed a while ago when I’ve try to play with JNI and native things…
    As I can see in bullet source code of JME engine, we almost wrap C++ object with an correlative Java Object, how can this be done?, manual code or with the help of GlueGen ?

  • Profile picture of normen normen1290p said 3 months, 1 week ago:

    @atomix said:
    As I can see in bullet source code of JME engine, we almost wrap C++ object with an correlative Java Object, how can this be done?, manual code or with the help of GlueGen ?

    Simple: When I wrote the jbullet wrapper I cared for it being compatible to wrapping a native library just as well ^^ All manual code, yeah. Actually for supported platforms you can already use native bullet with a few issues here and there (mainly collision) by just replacing the jar files, the API is exactly the same.

  • Profile picture of atomix atomix72p said 3 months, 1 week ago:

    @normen : -.- You ‘re an A.I !

    So how can I take a peak to 3.1 code.
    Is there going to be another package named jme3.bullet.soft which wrap all the code of C++ BulletSoftBody package :

    btSoftBody.cpp -> jme3.bullet.soft.SoftBody extends PhysicsCollisionObject

    btSoftSoftCollisionAlgorithm.cpp -> jme3.bullet.soft.SoftSoftCollisionAlgorithm

    8O Are there something I can do with a good intruction to make this cloth thing availabe sooner ?

    i’m very curious about the softbody things ,:cry: the first question of mine (1 years 4 months ago) in this forum is about cloth physics!

  • Profile picture of normen normen1290p said 3 months, 1 week ago:

    Uh, well they would basically have to be what the PhysicsRigidBody.java / com_jme3_bullet_objects_PhysicsRigidBody.cpp are now yeah.. But its a tad more complicated as you need to sync mesh data as well.

  • Profile picture of atomix atomix72p said 3 months, 1 week ago:

    sync mesh data ?

    which when btSoftBody::serialize to dataBuffer , we take it and fill up the JME Mesh , like the one in BoneController

    Last question (not to interupt the topic), so is the routine of calculating for a softBody like :
    1) Send all attribute ( mass, damping, stiffness, mesh data, movement vector..) to Bullet.
    2) Bullet fill the dataBuffter, calulate the Clusters for postioning, update the bound… (some more)
    3) we get them all back in Java, tell Mesh to update Mesh data, Bound???

  • Profile picture of normen normen1290p said 3 months, 1 week ago:

    Yeah, like every soft body visualization works.

  • Profile picture of atomix atomix72p said 3 months, 1 week ago:

    btSoftBody::serialize
    the most thing I really don’t sure about the routine, because we have to compute the mesh data again, when the mesh is transformed (melt down), is that method will result the mesh data which suite for JME, or I have to convert it :| uh… May be I have to make some test, thank a lot !

  • Profile picture of erlend_sh erlend_sh132p said 3 months, 1 week ago:

    [insert pirate hijacking joke to lighten the mood]

    Don’t hijack threads!