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Post by rotary on Oct 29, 2011 19:54:07 GMT -5
Found the problem with the formulas, and it works pretty accurate now. Still adding in some triggers to release the load when it is lined up though.
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Post by rotary on Nov 1, 2011 5:21:42 GMT -5
load-release is in place, and currently the requirements for AI-piloting (in-sight) varies between 150ms (completely off track/very close to a waypoint) and 5ms (stabilized flight). There is no out-of-sight version yet. Out of sight will be much less though, in the range of 1-5ms per moth.
Next part will be hangar-entry/exit procedures.
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Post by Guesty on Nov 21, 2011 19:25:10 GMT -5
Wow those are horrible (ad based security checks?!) Anyway, my apologies for breezing through the thread so maybe it's answered somewhere already, but did you want to open up the development via sourceforge or google code or just in general? I'm not up to speed on what you're deving in (I got the Python text, but am not aware of what python can do or what modules it uses for making that 3d environment).
I know it's probably far from finished but it may be some fun free help if folks can help you out with the scripting logic or other parts. A little bit of versioning control and backups of each version/change and it may be a manageable community project?
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Post by rotary on Nov 25, 2011 3:46:10 GMT -5
'lo guest,
I use blender for the 3D environment and builtin bullet physics. It uses python for interaction with the environment. At the moment i try to make a solid base from which others only have to program behaviour, not fundamentals, so to make it easy. Every time i stumble on new problems, and i want to prevent newcomers to get lost in my web of logic. I do nothave it posted on google or sourceforge yet, but if it is in a more finalized state, im willing to do so. But i have no expwrience with that..
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Post by rotary on Jan 20, 2012 18:15:35 GMT -5
Hey guys, been a while since I posted updates.
In december I've been busy getting the whole world working, however the blender engine doesn't cope with it very well. Although this also partly due to problems with the map, and the fact that it doesn't use a builtin LOD system, the engine will not leave a lot of space for improvement. Because of this I looked around a bit more for integration of different engines, I stumbled on the CryEngine 3, which wasnt released yet. This engine is much more powerful, just like UDK is. The reason I didn't work with these at start was my lack of experience with these, and i already got used to working with Blender. Since then I have been investigating how well HardWar would be to remake in CryEngine. The terrain and atmosphere are pretty easy and stunning, the biggest problem is the language C++ and ways to integrate typical HardWar AI behaviour and economics. Until now it looks quite promising by what it can, but until I work out what the capabilities are of scripting within this engine I'll stick to Blender.
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Post by Pilot on Jan 27, 2012 7:41:25 GMT -5
Hey guys, been a while since I posted updates. In december I've been busy getting the whole world working, however the blender engine doesn't cope with it very well. Although this also partly due to problems with the map, and the fact that it doesn't use a builtin LOD system, the engine will not leave a lot of space for improvement. Because of this I looked around a bit more for integration of different engines, I stumbled on the CryEngine 3, which wasnt released yet. This engine is much more powerful, just like UDK is. The reason I didn't work with these at start was my lack of experience with these, and i already got used to working with Blender. Since then I have been investigating how well HardWar would be to remake in CryEngine. The terrain and atmosphere are pretty easy and stunning, the biggest problem is the language C++ and ways to integrate typical HardWar AI behaviour and economics. Until now it looks quite promising by what it can, but until I work out what the capabilities are of scripting within this engine I'll stick to Blender. [Questions] About using CryEngine, would it not have to be paid for? How much of Hardwar could be changed before it is a new and improved or be considered a Indie game? [/Question] If it could be listed in a Indie contest and it placed within the top 10 it would potentially add to the fan base.
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Post by rotary on Feb 2, 2012 15:39:57 GMT -5
[quote author=pilot board=gamemodification thread=108 post=2174 time=1327668085[Questions] About using CryEngine, would it not have to be paid for? How much of Hardwar could be changed before it is a new and improved or be considered a Indie game? [/Question] If it could be listed in a Indie contest and it placed within the top 10 it would potentially add to the fan base.[/quote] Only if you start to sell the produced game, CryTek wants part of it. If the game (product) is free, so is the SDK. If we could get it in the indie top 10, that would indeed be very nice The game has potential enough I think.
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Post by rotary on Mar 28, 2012 23:32:41 GMT -5
I had busy times, and it took me quite a while, but I'm finally getting progress with the CryEngine 3. It has a way better engine (no worries about poly-counting anymore), and I'm slowly learning the programming. Attached is a picture of a moth hovering around. Now this may seem pretty simple, but it wasn't (at least for me)! CryEngine 3 has some very easy implementations of vehicles, however, a moth is not one of em.. So I created one from scratch, with my own code. The language (LUA) is pretty similar to python, and therefore not that difficult to learn. Its connection to the engine however is a whole different story (the API). The problem is the early stage of CE3, which means there is not a lot of documentation around as I wished there would be. I am however getting to understand the basic principles of the engine, and finding solutions for the problems I faced. The biggest benefit is the availability of advanced AI persons, that can serve a more rpg-approach (which I strongly prefer, to get sucked even deeper in the story). My next step is to make the moth boardable (not only remote-controlled) and fly it around. There is much more to do like creating a modular system for the moths, introducing buildings, monorails, walkways, hangar-logic and activities, economy, menu's/interfaces, camera's.. However, some things are already partly intergrated in the engine to be easy to implement and also use built-in performance-saving features. Just to keep on the bright side ;D BTW: I use '3ds Max' now for the modeling, so if anyone has experience with it, and wants to model stuff like buildings or moths, check up on some tutorials on the web about importing stuff from 3dsmax to CE3, it can save you some serious headaches. Greets, Rotary Attachments:
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Post by duncan on Mar 31, 2012 2:29:29 GMT -5
Hey,
Cool cryengine3 and 3dsmax, going pro are you?
While researching the wii i came across the next Wii U console, which apparently will support cryengine 3, but not 3D.
Would be cool to control the moth with a Wiimoteplus (accelerometers+gyroscopes) or two. One to control the moth and another to control the laser turret...
Wiimote uses bluetooth.
Happy development!
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Post by Denacity on Mar 31, 2012 6:57:22 GMT -5
There was a mech warrior mod made for Crysis Warhead that had mechs, tanks and jets, basically vehicle based, and you could enter and exit them at will. Maybe some of those modders could be of help, but im not sure how similar that project is development wise.
I dont think you can go wrong with cryengine tho. You should try to get a working tech demo, like have a moth start out in an empty hangar, board the moth, launch and fly around in an empty crater, and come back in. If you had something for people to test, it would probably gain interest and you might be able to get some help. With moat other hardwar spinoffs, we pretty much only had pics to look at.
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Post by rotary on Mar 31, 2012 12:22:07 GMT -5
There was a mech warrior mod made for Crysis Warhead that had mechs, tanks and jets, basically vehicle based, and you could enter and exit them at will. Maybe some of those modders could be of help, but im not sure how similar that project is development wise. I dont think you can go wrong with cryengine tho. You should try to get a working tech demo, like have a moth start out in an empty hangar, board the moth, launch and fly around in an empty crater, and come back in. If you had something for people to test, it would probably gain interest and you might be able to get some help. With moat other hardwar spinoffs, we pretty much only had pics to look at. Yes I know about that project (CE 2 btw), but it is a pain to find out the proper vehicle implementation (simple things like parts, namings and functions). Also, if I were to add a function to the vehicle, it would require reprogramming the vehicle in C++ and the recompilation of that code before it would actually work. This is especially impractical for someone unskilled in C++ as I am, and also for end-users. when having to update. I think they have some pretty smart C++-programmers in that team, or some good contacts within crydev to get that information (prestige certainly helped them). Online information on the API is very sparse.. And LUA works just as well when you build your own, so I think it's best for me to stick to LUA with a new type. A good idea to make a teaser! With my previous part it was difficult (had to build the engine first, so nothing to 'test') but it can be very well possible now. As soon as I have a proper moth and hangar (or a few buildings) I can publish the map. I will have to take at what is the best way though, people have to download the free-sdk probably, or have crysis 2.
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Post by rotary on Mar 31, 2012 12:27:58 GMT -5
Hey, Cool cryengine3 and 3dsmax, going pro are you? While researching the wii i came across the next Wii U console, which apparently will support cryengine 3, but not 3D. Would be cool to control the moth with a Wiimoteplus (accelerometers+gyroscopes) or two. One to control the moth and another to control the laser turret... Wiimote uses bluetooth. Happy development! Heh, add another year to dev-time..! You should check the CryBlend plugin Not a hint (I didn't forget the nice stuff you wrote for blender, so I think you know a thing or two about modeling). Greets
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Post by rotary on Apr 14, 2012 11:26:43 GMT -5
Hey, Cool cryengine3 and 3dsmax, going pro are you? While researching the wii i came across the next Wii U console, which apparently will support cryengine 3, but not 3D. Would be cool to control the moth with a Wiimoteplus (accelerometers+gyroscopes) or two. One to control the moth and another to control the laser turret... Wiimote uses bluetooth. Happy development! Heh, add another year to dev-time..! You should check the CryBlend plugin Not a hint (I didn't forget the nice stuff you wrote for blender, so I think you know a thing or two about modeling). Greets I stand corrected! When those remotes will be supported by ce3, it can probably be implemented pretty easy. Before I used a custom input script because of the lack of documentation. I now partly found out how to (ab)use the original system as used by actors itself, and this includes support for xbox/ps3-controllers, and apparently wiimote in the future.
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Post by Pilot on Apr 14, 2012 22:32:15 GMT -5
Interesting. Wii, PS3 Motion whatever, and the X-eye...
[Geek Mode] Heh, I would buy a xbox's eye thingymapit to be able to fly a Moth, and fire the weapons like that Ranger in the holographic room in the Babylon 5 movie about Rangers. [/Geek Mode]
On another note that would be a pain in the butt, learning 10 to 30 body gestures to actively use the Afterburner, Laser, Firebursts. On the other hand modified for an arcade VR machine would be awesome.
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Post by rotary on Apr 15, 2012 18:30:51 GMT -5
It also supports 3D, like anaglyph, stereoscopic, etc.. >fanatic smile<
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