Portalized (GUI update)
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- Old One
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- Old One
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Hey, guys, remember that "The Room" video (from GDC 2005, IIRC)? Remember its portals that resized stuff?
Well, too bad they never released that . Because soon (in the 0.5 release) there'll not only be movable portals, but resizing portals . I can't wait to finish this, I want to play my own portals just as much as anyone else
Well, too bad they never released that . Because soon (in the 0.5 release) there'll not only be movable portals, but resizing portals . I can't wait to finish this, I want to play my own portals just as much as anyone else
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- OGRE Retired Team Member
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I'm guessing the Willy Wonka reference is for this: http://www.youtube.com/watch?v=wbUEJbpPCaI
Here's the "The Room" video. Hmm, by Peter Molyneux. This is the first time I've seen it, but it's exactly what I had in mind when I suggested resizing portals back on page one.
http://www.youtube.com/watch?v=vGiPUx9Zgi0
I was disappointed that they talked about stuff like books being made of individual pages, and being able to zoom in to play around with individual grains of wood in the floor, but never showed it.
Here's the "The Room" video. Hmm, by Peter Molyneux. This is the first time I've seen it, but it's exactly what I had in mind when I suggested resizing portals back on page one.
http://www.youtube.com/watch?v=vGiPUx9Zgi0
I was disappointed that they talked about stuff like books being made of individual pages, and being able to zoom in to play around with individual grains of wood in the floor, but never showed it.
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- Gnoblar
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- Old One
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No. All of the physics are currently client-sided, and I'd have to move _everything_ server-side. It's kind of impossible to do any standard prediction by the clients since it's just just simplistic physics that don't matter much, but it's complex physics that are the main focus of the game - anything and everything could change in real time, and getting "requests" from the server would break this.
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- Gnoblar
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- Old One
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That'd suck. A lot. Simply playing some GMod Zombie Survival or Sandbox shows horrible physics performance.beaugard wrote:You don't have to do prediction, even if all physics are server-side. You can let the clients lag instead, and check "instant hit" collisions (shotgun, etc) against cached positions (on the server). AFAIK this is how valve are doing it.
Best situation would be a LAN game. Still, it'd require me to rewrite a LOT of the physics code (read: all), which I can spend towards 0.5 development.
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What do you mean? Source multiplayer works pretty well, doesn't it? Or are you throwing around more objects than usual games - I thought it was the nature of the physics calculations you were concerned with and not the transferred data.That'd suck. A lot. Simply playing some GMod Zombie Survival or Sandbox shows horrible physics performance.
...for anyone who hasn't read it, I think this is the "source multiplayer" link. There's some input prediction, but all other physical objects are lagged.
http://www.valve-erc.com/srcsdk/general ... rking.html
btw, a bit of praise would be in order since it's my fist postings on the thread. Really cool stuff! Can't wait to try it out. And the fact that you can pull this off on a closed-source physics engine is a real plus for Julio...
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- Old One
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Go to GMod sandbox and get multiple people building multiple things. Soon you'll realize what I'm talking about .beaugard wrote:What do you mean? Source multiplayer works pretty well, doesn't it? Or are you throwing around more objects than usual games - I thought it was the nature of the physics calculations you were concerned with and not the transferred data.That'd suck. A lot. Simply playing some GMod Zombie Survival or Sandbox shows horrible physics performance.
...for anyone who hasn't read it, I think this is the "source multiplayer" link. There's some input prediction, but all other physical objects are lagged.
http://www.valve-erc.com/srcsdk/general ... rking.html
btw, a bit of praise would be in order since it's my fist postings on the thread. Really cool stuff! Can't wait to try it out. And the fact that you can pull this off on a closed-source physics engine is a real plus for Julio...
There'll be a crap-load of physics objects, so lag is a big issue as well. The thing here is that the game focuses on physics, so lag is unacceptable with the physics. It's sort of like an online FPS having perfect physics, yet lagging with the bullets .
Also, resizing portals work pretty well now. All I have left to do is to get the rendering of them right. But they are completely lag-less - you can literally just point at them and call d_setScale() in real time (from Lua), they Just Work. Look:
Code: Select all
function getObjUnderMouse()
local mpx, mpy, mpz, mdx, mdy, mdz = d_getMouseRay()
d_wakeRadius(mpx, mpy, mpz, 15)
local obj = --, gpx, gpy, gpz, gnx, gny, gnz, lpx, lpy, lpz, lnx, lny, lnz, dist =
d_rayCast(mpx, mpy, mpz, mdx, mdy, mdz, 15)
return obj
end
function growObjUnderMouse()
local obj = getObjUnderMouse()
if obj == nil then
return
end
local ts = d_getGlobalTimeStep()
local sx, sy, sz = d_getScale(obj)
sx = sx + ts
sy = sy + ts
sz = sz + ts
d_setScale(obj, sx, sy, sz)
end
function shrinkObjUnderMouse()
local obj = getObjUnderMouse()
if obj == nil then
return
end
local ts = d_getGlobalTimeStep()
local sx, sy, sz = d_getScale(obj)
sx = sx - ts
sy = sy - ts
sz = sz - ts
d_setScale(obj, sx, sy, sz)
end
bind("R", [[ growObjUnderMouse() ]])
bind("F", [[ shrinkObjUnderMouse() ]])
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- OGRE Contributor
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hm. I could equally well imagine that it's just a (lack of) optimization issue since these mods stretch the engine in directions it wasn't made to stretch . Of course I have not looked into this any deeper so I really wouldn't know. Guess I'm just trying to say you shouldn't give up before you started...Go to GMod sandbox and get multiple people building multiple things.
btw, I read the gamedev discussion and had quite a laugh. Where do these people come from? Good to see you don't let it bother you.
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- Old One
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Dynamically scaled portals are working 100%. They can be scaled in real time:twilight17 wrote:Any news on this? Like what version you are on I can't wait
Code: Select all
somePortal->setScale(2, 1, 1); // BTW, Z shouldn't be scaled
And since my portals are so flexible... you can throw a dynamic portal through a portal and it will scale accordingly, just like a normal object. And it's kind of scary how extremely well it works, and I honestly wasn't planning for this type of thing.
I was going to make a video, but... Hm. This builds up the suspense
Version ~0.39. Can't be 0.4 yet since I promised 0.4 will have dynamic lighting and shadowing through portals It's just that this stuff is currently more interesting than lighting, heh.
On another note, Ogre SDK v1.46 came out for Code::Blocks just now it seems, which means I get to write shader model 3 lighting/shadowing . Yes, I fit all of those pretty soft shadows into shader model 2 .
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- Old One
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I haven't implemented it yet. In fact, I took it out because it caused some bugs, and I just wanted scalable portals to work right. No worries, that's what I'm working on now. The approach I'm taking is completely dynamic, so it should work without a problem with some smart placement.hpesoj wrote:The two latest videos are most impressive. However, how does self-collision through dynamically sizeable portals work?
Joe
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