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Author Topic: COMPONENTIZED GAME DEVELOPMENT HAS ARRIVED!!  (Read 1923 times)

« Reply #15 on: December 09, 2013, 08:43:19 AM »
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sounds like you may have linked the  skinmeshes to the rigidbodies.

Yebo... that's what I did. ;D

So now I unlink Andro from the rigidbody sphere: result... Andro stays suspended, walking 10 m above the ground, and sphere falls to ground and rolls away without previously attached Andro. If that's what you meant to happen, then fair enough...I guess that will be rectified in a later episode  ;)

Or else I've missed something more in the instructions?
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #16 on: December 09, 2013, 09:01:30 AM »
Allan... you are thinking toooo much  ;D  ;D

think as if you are a total newb...  make no assumptions...  and just read and follow the easy to follow instructions step by step

start all over again... it won't take long...
delete the script object... insert add a new one... relink and reload the test component.obs... change the number of objects to 3 in the script...


--Mike
« Last Edit: December 09, 2013, 09:16:27 AM by Mike Hense »
« Reply #17 on: December 09, 2013, 09:24:03 AM »
Started afresh, and guess what?

It works as per instructions ! ;D

(I'm getting sloppy in my old age... :-[ )

Thanks, Mike... I'll be following this series with interest...
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #18 on: December 09, 2013, 09:33:08 AM »
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It works as per instructions !
Great!!!

i think you'd might be more interested in the developer side... making components from some of your physics toys...  take a look at the code when you get a chance...



--Mike

« Reply #19 on: December 10, 2013, 04:41:03 AM »
Hi Mike this is great stuff revolutionizing. This will give 3DRAD a new life.

I have some objects I will donate to this new cause. I will start preparing the first soon.

It is a NPC that can defend its self FPS style. I have been developing this for some time. It contains a node path following system and line of site warning that then will engage the player.

When I release it I will provide more detail about how it works.

n_iron
« Reply #20 on: December 10, 2013, 09:06:13 AM »
This will be a great system for the less scriptily endowed members and take the Rapid element of Rad to a new level, really great contribution Mike, shifts it all to a new level.
I see a Rad holy trinity with you, AllanF and n_iron taking rad into the future with this, go forth and objectify!
« Reply #21 on: December 10, 2013, 10:39:34 AM »
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I see a Rad holy trinity with you, AllanF and n_iron taking rad into the future with this, go forth and objectify!

"All for one, and one for all !" chanted the The Three Muskateers!!! :D

(but this is not exclusive... anyone is free to contribute a useful component)
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #22 on: December 10, 2013, 11:39:04 AM »
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but this is not exclusive... anyone is free to contribute a useful component
yeah :)   lets not elevate us up to the level of the holy trinity just yet... like Alan said, anyone can make a contribution...
as a matter of fact, the success of this will depend on the number of components made and the different types...

so far the concept looks practical... but it's not set in stone just yet... a few more days and a lil more testing... and maybe some guidelines for potential Game Component developers...

really, this isn't anything revolutionary... it's just the idea of creating a class of specialized objects from which many instances can be created, wrapping em up as a black boxes of sorts, and making em available for use by other devs, thus freeing them from the need to have to program it themselves...

sorta like what 3DRAD does now with it's prebuilt objects... only, the developer no longer has to concern him/herself with implementing code or object linking logic to make things work...

anything from the simplest of useful Game Components to the most complex can be created... and, more importantly, easily used along with custom content to make unique games, not the cookie cutter type games that other systems like this seem to pump out...

ok... where are we at now...

from the basic Test Component that we started out with i'm on my way to finishing off the first "real" Game Component - i call it a City Walker component...

it's purpose - provide a Walking Character that will follow a simple set of use  defined waypoints...

i've attached a small test demo of it in action... nothing to do but load the project into 3DRAD editor and run it... 

i've put together a simple city made up of rb blocks...  in the release version you can use any type of city you want... it doesn't matter...

i've left the waypoints visible so that you can see how it works...

i think there may be a few things left to do (insure that no objects spawn at the same spot is one), and i'd appreciate feedback on any other bugs...

for some fun, open up the script and modify the WALK_SPEED at the top...

thx, and feedback welcome...

(fixed demo now attached)

Mike

« Last Edit: December 10, 2013, 01:00:10 PM by Mike Hense »
« Reply #23 on: December 10, 2013, 12:17:02 PM »
I got andro to walk around, neat. :)
But the demo you posted keeps crashing....
« Reply #24 on: December 10, 2013, 12:23:24 PM »
when does it crash Heat...

is anyone else experiencing the same thing..

--Mike
« Reply #25 on: December 10, 2013, 12:41:15 PM »
Yes, Mike, while loading the project...
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #26 on: December 10, 2013, 12:48:33 PM »
i must've included something in the project that isn't part of the 3DRAD distribution... this is what is usually indicated by this sort of error...

found it... i think i used a custom skybox...

replacing the attached project file above with the fixed one attached here...

thx Allan, Heat... plz try the new one... sorry, that was thoughtless...

--Mike

« Last Edit: December 10, 2013, 01:17:28 PM by Mike Hense »
« Reply #27 on: December 10, 2013, 01:17:13 PM »
It worked well mike, I could even change andro to a car and it drives around, How did you make the andro follow the fish waypoints? That's great, you can move the fish and andro still follows!!!! ;D

Hey mike, when will you have sidewalk walkers cars and stop lights???
I see how cool this idea is now, like sim city... :)
« Reply #28 on: December 10, 2013, 01:26:22 PM »
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That's great, you can move the fish and andro still follows!!!!

that's the whole point... you can use any mesh as your waypoint marker and set em anywhere in your scene... the walkers will follow em sequentially as they're listed in the script's object list...

the code is wide open and commented... open up the script and take a look...

the key here is the class has an array that stores the location of the waypoints when things start up...  then in the Update Event, the location of the walker is compared to location of the next waypoint, and a quaternion look at is performed...

thx for testing...

ver 1 will be a simple version... later versions may be traffic aware... and maybe even aware of the player character so that conversations and/or other interaction may be able to take place...

with the current version you can place your waypoints so that they are located on the sidewalk... you can even have two groups of walkers, each walking in opposite directions determined by where and the order you place the waypoints...

i modified the demo in a few minutes to add a second group of walkers going in the opposite direction...  (take a look at it attached here), and hid the waypoints and walker rigidbodies to give an idea of what the final would look like in action...

i also changed all the meshes to the Andro mesh (i had some of em as an animeeple character i once made... wonder why it didn't crash :) )

--Mike
« Last Edit: December 10, 2013, 02:14:14 PM by Mike Hense »
« Reply #29 on: December 11, 2013, 02:52:31 PM »
only had a small period of time for development today... spent most of that time looking for possible optimization points and ways to make this more user friendly...

the idea of using imposters instead of requiring the user to add and  link varying numbers of objects to the Game Component Script has always been in the back of my mind... i hesitated because every imposter would be the exact same as the next, and this could potentially wind up being a lil restrictive...

that and the unavailability of LocalToParent() pretty much rules imposters out in certain cases where the meshes might need to be unique... still looking at the possibility of substituting adding associated rigidbodies with rbs and impostering...  and in some instances, say a swarm of killer ants for example, imposters might be ok...

regardless, v1 of the City Walker Game Component should be ready to go in a day or so...

components in the mill... 

1 - an Enemy Surface To Air Missile Game Component...  get too close and it'll fire at you and shoot you down...

2 - a Virtual Presence Game Component... turn wheels.. click switches... pick stuff up... throw stuff...

3 - a 24 Hour Day Night Game Component... sunrise and sunset effects and an accessible clock...

--Mike

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