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:: Maybe not worth an 800kb download. But I would really appreciate anyone letting me know if everything looks like it was meant to look, or if it's screwed. Thanks:: Okay, so it's not exactly a GUI yet. It's the basic building blocks. It's a floating window with some text read out to you. There were some problems getting the textured quads to link together correctly, and I want to make sure my "fix" is really a fix and not a hack. I would also like to see if this engine will run on other systems well. Let me know if anything looks weird or out of place. If so, I'll post a snap shot of what it should look like. Control: W,A,S,D = Camera Movement Mouse = Camera Rotations Find it here Or here Any testing is appreciated! [edited by - Jiia on May 19, 2004 3:45:26 PM]

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Hmmm. Well, the camera rotations have a bit too much momentum. I like the camera rotation to stop when I stop the mouse. Also, if you spin around, the rotation number keeps increasing, instead of being constrained to -2 pi through 2 pi.

All in all, not bad. Definately more than I can do at this point.

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The camera only spins the amount you move the mouse. It just does so slowly.

But err, I meant to test out the floating window. Was it
even visible? Did it look glitchy or broken up? Does the text
flicker? Does it flicker on the back of the window?

You are right, though, I need to increase the slowdown factor
a bit. And the rotations are not flipping back to 0 as of yet.
Thanks for the test though.

[edited by - Jiia on May 19, 2004 2:59:43 PM]

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Any ideas on how I can allow the user to interact with
the controls?

The controls will be contained on each window. So even
though the window is floating in space, the controls will
be attached to it''s 2D plane.

I want to avoid a cursor being placed in the center of
the camera, because all of that rotating would be sickening.
The only way I can imagine doing it is to have 2 modes of
mouse movements. The first mode how you see it here, the
second allowing moving a cursor to manipulate the controls.
I was thinking perhaps clicking on a window could focus it,
and switch modes, then trying to move the camera (W,A,S,D)
would switch back to the move mode.

Any other ideas?

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It works fine on my pc
Well actually the thing i noticed more was the collision detection system.. it looks like you are doing it at triangle-level, and your mesh is a lot of them.. but i kept creating spheres and the framerate was still 85. I think there were a hundred spheres or more.. how can you handle all those collisions

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quote:
Original post by Arcibald Wearlot
It works fine on my pc

Just tell me you''re using something other than a Radeon 8500
and you will have just made my day

Oh, the collisions. That''s what the grid is for. It divides
the map up into grid sections and only checks collisions
on the grid location that each object is over.

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The text didn''t display correctly for me. Its all broken up and flickers like crazy when I move the camera. The rest of the scene is ok. Oh and it flickers like a mad thing when its initialising.

Running XP pro with a S3 pro savage.

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The progress bar (initializing part) is just the D3DXSprite
system alone. I can't imagine that I could be screwing that
part up. The floating window is doing the exact same kind of
flickering?

On the startup part, is it the sword and text that flickers, or
does the whole thing do it? If it's just the sword and text,
then it's something to do with drawing textures on top of
other textures. If it's everything, then it must be Microsoft's
fault

Have problems like this with any other engines using D3DXSprite?

Thanks for the report

EDIT - Errr, I think I know why it's flickering at the start.
I thought I could get away with not clearing the screen if I
only updated a little part of it. I'm used to working with my
own graphics routines. Totally forgot about buffer flipping
chains and that I need to clear.

Is it everything EXCEPT the sword & text area that flickers?

[edited by - Jiia on May 20, 2004 12:55:42 AM]

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Very nice idea. I had the same flickering problems as described here, on a GeForce3 Ti500. The loading screen flickered all sorts of colors, except for the sword and loading box, which was constant. Once in the map, the text flickered constantly while the mouse moved. Once the camera stopped moving, the text panel would finally stop as well, but it was still obscured by stripes and static. If I were to describe what it looks like, I''d say it was Z-fighting between the letters and the panel behind it. Framerate remained steady at 60 FPS according to the panel.

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I don''t get it. I completely disabled Z-buffering while drawing
the window. Could you see through the window and text?

My goal was to draw a 2D sprite area in 3D space. I wouldn''t
mind if it was always sorted in the order I draw, even when
looking at it from behind.

Perhaps it wasn''t meant to be.

Thanks anyways for the info guys.

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The window (and it''s frame) was transparent, but the text was not. In places where the text was partially missing, you could see the transparent window behind it.

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What you''re describing sounds exactly the way it looked as
I was creating it, before I disabled Z buffering. I''m not
sure how else this could be done. Maybe if I dump the
D3DXSprite system and use my own quads. The sprite object
seems to try doing a lot of things in the background without
giving you options to control them (such as texture filtering).

Thanks again for the info on this.

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Guest Anonymous Poster
Works fine on my GeForce 4 MX (crap I know but...). How do you achieve such good frame rates with all those balls - it hardly slowed down with hundres of balls, all doing collisions, and being rendered, I got more than 60 frames per second. No problem with the GUI though!

Well done.

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All my tile-based games experience pays off

The spheres only test collisions with faces that are close to
them. The map area is split up into grid sections at the
beginning, and vertices near each section are thrown into
that section. Also, each grid section has a linked list of
spheres which are on top of it. When a sphere moves from one
grid location to another, it pulls out of that list and inserts
into a new one. When checking collision for sphere-against-
sphere, each sphere scans a small number of grid sections
surrounding it's own.

So no matter how large the map gets, the collisions and movement
speeds remain the same. The number of spheres in a single small
location can slow it down. But spheres scattered around will
not. The rendering part is totally unoptimized. I'm just
rendering everything as of yet

[edited by - Jiia on May 21, 2004 5:52:54 PM]

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It was the whole screen on the startup flickering except for the sword part. The window is transparent.

Where are these balls everyone else is talking about I see none?

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The Startup screen flickers slowly green and red for me, quite annoying. Seems like you aren''t clearing the screen.

The window panel is transparent and the text looks fine head on but moving a little, some parts of the text are shaded out in wierd ways.

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all workes fine here cheef.

constant 75fps rad9600xt p4 3ghz

my own engingine gets 75 out on here as well, dousent realy mater how much i throw at it it always stays at 75 ish. unless i go stupid with milions of objects.



looked good to me.

keep it up

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Sorry, but that''s a "No Go" from here!

- Flickers old video buffer content on startup (except for sword progress bar)

- crashes on second run

- letters on window panel flicker with weird horizontal lines (if this is intentionally => cool effect )

My system is rather old, but deserves being supported (Riva TNT2).

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quote:
Original post by HansDampf
- crashes on second run



On the second run? I don''t understand. You mean after you
close it and run it again? That''s a strange problem. Let me
know if you will. Even though I''ve given up on the floating
GUI, this may be something other than that.

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quote:

- letters on window panel flicker with weird horizontal lines (if this is intentionally => cool effect )

I'm afraid it wasn't intentional. That's what happens when you
draw one polygon right on the exact position of another. I fixed
this problem on my system by disabling the Z buffer while the
window was being drawn. Too bad nothing is ever as it seems with
these damn hardware cards.

I could have drawn each layer of imagery out by 0.01 or so more
than the last, but that just makes it worse. If you aren't
pressed right against the screen, it flickers like crazy.

[edited by - Jiia on May 23, 2004 12:58:06 AM]

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Hi there,

that sounds pretty much like what''s happening - someone else called it z-fighting, that fits it quite good.

Regarding the crash on the second run: Well, doesn''t seem to be reproducable. Maybe it was just my machine being a bit shaky after some hours of use. I remember though having the old screen buffer content (from the first run) flashing while it loaded for my second try. And then it crashed, right after loading finished.
But since I can''t reproduce it, you might as well forget about it.

Have a good one

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