Great work. After experimenting with 3d I discovered I needed height field shape: https://wiki.giderosmobile.com/index.php/R3d.HeightFieldShape.new Are you using it in your demo? From the demo it seems each models are separated (trees, hills, ...) because they cast shadows. How did you build the level? I used tiled to build my 3d world but the tool is not very well suited for 3d. Building the level in blender would be the best way but that would mean using height field shape which I haven't experimented with yet.
Why are square polygons visible on the video, why are the rounding not smooth? Gideros incorrectly calculates normals?
I don’t know. Gideros processes the normals correctly so I assume they are just absent from the models I used, or the tool (asset forge) don’t handle them.
Great work. After experimenting with 3d I discovered I needed height field shape: https://wiki.giderosmobile.com/index.php/R3d.HeightFieldShape.new Are you using it in your demo? From the demo it seems each models are separated (trees, hills, ...) because they cast shadows. How did you build the level? I used tiled to build my 3d world but the tool is not very well suited for 3d. Building the level in blender would be the best way but that would mean using height field shape which I haven't experimented with yet.
I didn’t try to add physics yet, and if I do I’ll probably use heightfieldshape for the terrain. The terrain is a single model built with asset forge. Today I’ll try to add a vehicle on the track and see how I’ll handle collisions and controls.
Looks nice. But how do you guys design 3D maps without viewport? Monkey-code x-y-z of every mesh?
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Looks nice. But how do you guys design 3D maps without viewport? Monkey-code x-y-z of every mesh?
I’d like to know of a good tool to d that myself (beside using unity). So far asset forge is the closest tool I found for that purpose. And it is not it’s purpose in fact, so it lacks ways of naming objects. But it can compose a scene from building blocks and export it as a big object... and is easier to use than blender. Maybe the exported object could be reopened in blender and adjusted from there though.
We can already make a scene using r3d and the obj class. The ground, walls, houses, bins are different 3d objects. The problem is arranging the 3D scene, I tried using tiled, that works but I have to work from a top down view and know the exact dimensions of my objects for best results! What I am missing the most today with r3d are heightfieldshape and animations. The obj class you wrote works just great
Looks nice. But how do you guys design 3D maps without viewport? Monkey-code x-y-z of every mesh?
I’d like to know of a good tool to d that myself (beside using unity)
There's one "dark horse": W4 Game Creation Kit. But it's not ready yet, they planned to release alpha version this spring, but probably it'll be delayed because of current world hysteria. Their team consists of ~20 employees who previously worked in large gamedev companies. Currently, nothing is known about the W4. Will it be open-source, who sponsors product development, and how will they keep paying salaries to 20 employees.
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Why are square polygons visible on the video, why are the rounding not smooth? Gideros incorrectly calculates normals?
I don’t know. Gideros processes the normals correctly so I assume they are just absent from the models I used, or the tool (asset forge) don’t handle them.
Why are square polygons visible on the video, why are the rounding not smooth? Gideros incorrectly calculates normals?
I don’t know. Gideros processes the normals correctly so I assume they are just absent from the models I used, or the tool (asset forge) don’t handle them.
If on your models the vertexes are not connected - it not only makes the angles sharp, it also puts more load on the gpu ..
Back on my 3D experiments, having rewritten my old code from scratch after my recent data loss and using Gideros 2020.11 with ReactPhysics3D 0.8.0 (not ready for release yet).
I am still struggling with 3D physics inaccuracies (objects sometimes going through the terrain and getting stuck) so I changed my mind for a lander game, for which accuracy is far less important. It uses recent gideros math additions (vectoir length, normalisation), which turn out to be very handy.
yes it is far more being perfect, but I am satisfied already because it definitely usable for a real game. Next step is creating a more suitable terrain for the game, with landing pads at least.
oh I am so happy to see some 3d projects in gideros I have read from reactphysics that the source has been refactored, is the wiki still valid or do we need to redo it from scratch?
imho you should look at making it like Pilot Wings. That was a someone in a parachute landing, flying through rings, etc...
It was a great game and really popular.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
#humor By the way @hgy29, you just helped flat-earthers about proving the earth is flat in your video game #/humor
Yeah, I first wanted to make it spherical, but it was way too difficult to handle physics! I shall add a big turtle and and four elephants under my world maybe
an example on GH: https://github.com/mokalux/gideros-3D-FP I don't really get how to setup lighting correctly to have the shadow shown on all the map I will try to add more stuff to the scene it's pretty nude right now, plus add more anims for the player It is the first demo. Couldn't post here because models are quite heavy.
Please tell me how the controls feel + the camera follow. I am doing the right calculations ?
About lighting: - Lighting.setLight(x,y,z,a) sets the position of the light source (spotlight) and the amount of ambient light - Lighting.setLightTarget(x,y,z,d,f) sets the target of the light source. x,y,z is the position where the light is pointing at, d determines the projection distance when computing shadows: d gives the far plane, and the near plane is computed as d/16 internally. This means that only objects between d and d/16 in the light cone will cast shadows. Select d wisely as it has an impact on shadow precision. Finally f is the FoV angle (actually the half angle), it determines the opening of your spotlight cone, and has a consequence on the shadow precision too. The lib use a 1024x1024 shadow map.
I suggest that you remove the setLight call from levelX.lua, and change the lighjting code in Player1.lua to:
-- lightinglocal px,py,pz=self.body:getTransform():transformPoint(0,0,0)
Lighting.setLight(px-2,py+12,pz+8, 0.4)--LIGHT POSITION (X,Y,Z) and AMBIENT (0.5)
Lighting.setLightTarget(px, py, pz, 20, 45)--LIGHT POINTING AT (X,Y,Z), RANGE (50) and FoV(45)
This will make the light (and the shadow plane) follow the player.
Comments
After experimenting with 3d I discovered I needed height field shape: https://wiki.giderosmobile.com/index.php/R3d.HeightFieldShape.new
Are you using it in your demo?
From the demo it seems each models are separated (trees, hills, ...) because they cast shadows. How did you build the level?
I used tiled to build my 3d world but the tool is not very well suited for 3d. Building the level in blender would be the best way but that would mean using height field shape which I haven't experimented with yet.
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Likes: oleg
The terrain is a single model built with asset forge. Today I’ll try to add a vehicle on the track and see how I’ll handle collisions and controls.
Likes: MoKaLux
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
The ground, walls, houses, bins are different 3d objects.
The problem is arranging the 3D scene, I tried using tiled, that works but I have to work from a top down view and know the exact dimensions of my objects for best results!
What I am missing the most today with r3d are heightfieldshape and animations.
The obj class you wrote works just great
sample code is here: http://forum.giderosmobile.com/discussion/comment/62142/#Comment_62142
Their team consists of ~20 employees who previously worked in large gamedev companies. Currently, nothing is known about the W4. Will it be open-source, who sponsors product development, and how will they keep paying salaries to 20 employees.
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
I am still struggling with 3D physics inaccuracies (objects sometimes going through the terrain and getting stuck) so I changed my mind for a lander game, for which accuracy is far less important. It uses recent gideros math additions (vectoir length, normalisation), which turn out to be very handy.
Result:
Likes: MoKaLux, SinisterSoft, oleg
the camera following all movements makes me dizzy, there could be some limit after which the camera follows the object.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: MoKaLux
I have read from reactphysics that the source has been refactored, is the wiki still valid or do we need to redo it from scratch?
It was a great game and really popular.
https://deluxepixel.com
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Likes: MoKaLux
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
Lua Shaders are really fantastic!
Likes: MoKaLux, oleg, vitalitymobile
#humor
By the way @hgy29, you just helped flat-earthers about proving the earth is flat in your video game
#/humor
Likes: keszegh
Likes: MoKaLux, SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Likes: keszegh, MoKaLux
First of all: I am very happy you have updated r3d to v0.8, hgy29, you are awesome , thank you, thank you, thank you
I am geeking with gideros, r3d and 3d animation, ... I was hoping that debugDraw was implemented in gideros and ... it is
Will post a sample project here soon God's willing.
Also will hopefully do a YT video on how easy it is to import your model from mixamo to gideros
Gideros rocks!
Likes: hgy29
I don't really get how to setup lighting correctly to have the shadow shown on all the map
I will try to add more stuff to the scene it's pretty nude right now, plus add more anims for the player
Please tell me how the controls feel + the camera follow. I am doing the right calculations
Likes: hgy29
About lighting:
- Lighting.setLight(x,y,z,a) sets the position of the light source (spotlight) and the amount of ambient light
- Lighting.setLightTarget(x,y,z,d,f) sets the target of the light source. x,y,z is the position where the light is pointing at, d determines the projection distance when computing shadows: d gives the far plane, and the near plane is computed as d/16 internally. This means that only objects between d and d/16 in the light cone will cast shadows. Select d wisely as it has an impact on shadow precision. Finally f is the FoV angle (actually the half angle), it determines the opening of your spotlight cone, and has a consequence on the shadow precision too. The lib use a 1024x1024 shadow map.
I suggest that you remove the setLight call from levelX.lua, and change the lighjting code in Player1.lua to:
Likes: MoKaLux