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ccccc Wrote:Brian, is saving broken? It won't work for me. :|

Yes -- current work should progress in this order:

1) no portal/mesh-only work
2) any bug fixes, optimizations
3) physics
4) networking
5) everything else (like saving)

The reason that things like saving are last, is they get effected if I make big changes, so I'm waiting until everything calms down.

[>] Brian
Then the meshes should do what potrals used to do, Y'know, entry events like opening other maps and sending messages and such. Else my open sea simulator will be broken.
Macintosh HD Wrote:Then the meshes should do what potrals used to do, Y'know, entry events like opening other maps and sending messages and such. Else my open sea simulator will be broken.

Wow, good point MacHD that's very important. I forgot about that.
Macintosh HD Wrote:Then the meshes should do what potrals used to do, Y'know, entry events like opening other maps and sending messages and such. Else my open sea simulator will be broken.

Yup -- that's the goal. When you translate over, you'll get the entry/exit/etc stuff on a mesh.

One thing that will be nice about this is that it allows for finer control; for instance, you can have a mesh house in a larger mesh, that when you pass into the house you get a message and can change maps, etc.

[>] Brian
Brian, so, with this new system you could hide the inside of buildings when you are outside them? If so, that's better than most game engines, as most you have to use occluders to do that sort of thing. (I think occluders would be very annoying, not that I've used them)
ccccc Wrote:Brian, so, with this new system you could hide the inside of buildings when you are outside them? If so, that's better than most game engines, as most you have to use occluders to do that sort of thing. (I think occluders would be very annoying, not that I've used them)

That's a good idea! Right now, no, the obscuring/visibility is dynamically generated, but it could be easy to come up with some system to hand code some of these (like this mesh only sees these meshes, etc.) You certainly wouldn't want to do that for the 100s of meshes in a map (it would be exactly like sight paths now) but it would be useful for what you do.

[>] Brian
This is kind of off-topic, as it's not about the rendering, but could we get better Line of Sight? The current system is completely useless. (Slow, inaccurate, etc.)
Isn't there a better way to do it? How does it work in other games?
Brian, this is weird. If you check
Code:
obj.hit.objectName
after killing yourself, it returns "error no online available" as the name.
Odd.
[EDIT]I think it's because it thinks that if a player killed you, it must be online, but your not online, it gets messed up.
[EDIT]The obj hit API seem to have serious problems, for example, tell the player to
Code:
    camera.setting.type=DIM3_CAMERA_TYPE_CHASE;
    if (obj.hit.objectId!=-1) camera.setting.attach(obj.hit.objectId);
    camera.chase.distance=4000;
    obj.look.upAngle=90;
    obj.look.downAngle=90;
    obj.look.effectWeapons=false;
when dieing, then run into some joeFoe fireballs and get yourself killed. Or a bunch of joeMelee's.
You should get something similar to: 345: Error: No object exists with this ID: 38
Just a little pick in Editor: the basic mesh functions all reside in the menu right now. Maybe the most important stuff like resizing or rotating could be duplicated into the top bar? There's plenty of space there Wink

Another quick note: the smallest grid setting in Editor is too large for some positioning. A fourth setting with half the size would be useful.
Status Update:

Getting a usable visibility/obscuring algorithm that's not as slow as dirt is a long process, but I'm getting there. I've been messing with the same test file for days now Smile

What I'm thinking right now is I'll just get all the portal -> mesh only conversion done, but dump the optimizations so I can at least get out a test copy to the people with the better machines. Basically, I'll just draw everything that's within the view bounds instead of worrying about obscuring (which is a big win, but I'm not there yet.)

I want to get something out to test so I can gather up the biggest problems (and fix a couple minor things) instead of waiting forever.

So, slow and steady, this, like all the other things, is going to take a while.

[>] Brian
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