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JTippetts last won the day on July 15

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  1. So, I ended up doing the "skirts" method I spoke of in the last post. And in conjunction with the default Urho3D water shader (with a few small tweaks, and more to come to eliminate artifacts on the corners of the water blocks) it actually looks pretty decent. The water animates a noise texture that ripples the ground beneath. It also uses a reflection texture (which I have set to black at the moment) if desired. I might tweak the water shader further, but for now I'm happy with it. I've also got all the small issues sorted out from the change to multi-level water. It wasn't a large change, but I was surprised at how many different parts of the code worked from the assumption that water was determined by elevation < 9. I thought I had contained it better than that, but I did get all the various spellcasting, pathfinding and object spawning oddities worked out.
  2. This one doesn't have the overlap lines outlining the hexes.
  3. @swiftcoder: Well, if I keep with a partially-transparent water, then I'll need something to be drawn underneath it, otherwise you'll just see the blackness that lies at the heart of the world (or, at least, the distance-based fog that lies beyond the stuff you can see). If I go with a solid water approach, then I would certainly eliminate the ground tile. @Krohm: I have no idea what that would entail, to be honest. I'm not really looking to do reflections, either; I'd prefer to keep to something a bit more cartoony, in keeping with the style I have established so far, and I'm not sure reflections would really fit. Even something as simple as a cycling animated texture showing water flow and ripples or something would probably be more appropriate. Trying out the options: I definitely prefer the partially transparent one, but that could just be the plainness of the non-textured primitive.
  4. So, I'm trying to figure out how to do water. Right now, I am doing water the "brain dead" way; any tile below a certain height is water, and water is created as a simple hexagonal plane with a partially transparent blue material applied. It works okay, but the ultimate end goal is to have water play a more involved role in the landscape. I'd like to have rivers, waterfalls, etc... and that means that I need to rethink how I do it. I'm trying to come up with ideas for the geometry of water. Here is a shot of how the current water system might look if I use it unmodified for multi-level water: Clearly, I need some sort of geometry to tie the pieces together. My first thought is to create a sort of "skirt" piece that is attached to the side of a water hex if that water hex has neighbors whose water height is lower than its own. Might end up looking something like this: The issue with that, of course, is that I have to oversize the skirts to avoid Z-fighting with the underlying ground hex, and that means that skirt pieces overlap with adjacent skirt pieces on different hexes and with the water hex of the lower water levels. In combination with the alpha-blending, this creates bands or regions of darker color where two pieces of water blend together. I could use waterfall particle systems to help obscure this overlap, I think. Alternatively, I could use a solid material instead of a partially transparent one: I dont like the look of it, though. Large areas of flat water look terrible. Granted, there will need to be improvements to the actual water material to make it look better regardless of how I handle the geometry, but for now I'm sorta stuck on how best to do this. I do have some ideas as to how I could perform the geometry stitching of the skirts to minimize overlap, but it'll take the creation of special pieces, and some special-case code. Not too difficult, I suppose, but still seems kinda messy.
  5. The video quality actually turned out significantly better than I thought it would. Previewing the video in the media player, it kinda looked like hairy ass, but uploaded to youtube it looks pretty decent.
  6. Yeah, I think I might change that center panel to a lighter shade of wood. The door knocker is a good idea, too; I could just add one on each of the 6 faces.
  7. I'm on vacation in California, which means I kinda have some time to work on stuff, but it's split up by blocks of frantic activity. I'll tweak a few things, then head off to Knott's Berry Farm to burn in the sun while the kids ride on rides too small for me. Then I'll fiddle a few more things, then take the kids swimming. So while I'm getting some stuff done, it's all in a sort of disorganized tangle. I did decide to upload a new gameplay video. Once again, it's pretty poor quality. (Some day, I'll own a rig decent enough to make high-quality videos. But that day is not today.) It's about 10 minutes of random gameplay. I was kinda distracted while playing by a 5 year old who wanted my help building electronic circuits with a snap kit toy he recently got, so there are some pauses. Also, there is still stuttering in some spots, which won't be cured until I fully convert everything from Lua to C++. (That's an ongoing project, but I am getting quite a bit of progress done while here in Cali.) The stuttering is from the Lua garbage collector, which has been an ongoing problem with the Lua bindings to Urho3D. Throughout development of this game it has been at time worse and at times better. A recent change (unsure which one) made it worse again, enough that I'm finally going to just convert everything except UI stuff to C++ components.
  8. You haven't said much about your platform (and I don't know very much about HTML5 platforms in general) but if you have access to shader technology, you can often accomplish this kind of thing with quite decent performance. Just search at ShaderToy for star fields, and you can see stuff like this: https://www.shadertoy.com/view/XlfGRj Granted, deciphering what's going on in some shaders is kinda tough, but you ought to be able to at least pull out some things you can use to your own benefit.
  9. I don't know that you'd need to go that far. I mean, yeah, if your main focus were on the tool to do this, rather than on getting a specific task done, then sure.... Spend a bunch of time on it. But writing some kind of advanced algorithm and training it with data sets... no, I don't think that would be a good use of your time if all you need to do is a few hundred sprites for a single game. That would almost certainly take longer than doing them all manually. My first thought would be to write a simple tool that, when executed in a given directory, would automatically iterate through each isometric sprite in the folder. It would open each sprite in turn, display it on screen overlaid on top of an annotated grid perhaps, then it would wait for my input. It seems like all you are doing is trying to determine a bounding box (rather than a more complex footprint that adheres to the shape of the sprite) so I would have it accept an input string where you key in the dimensions of the box as you perceive it from looking at the grid. Your brain could do the processing, and all you'd have to do is key in a sequence of numbers. It would use your input to write a bounding volume in a file corresponding to the sprite file, and move on to the next. It would be an extremely simple, brain-dead tool, but even with such a simple tool it's amazing how fast you could churn through several hundred sprites. A couple hours to write the tool, a couple hours to work your way through the sprites, and done. You don't have to spend very much time polishing the tool (odds are you won't use it again down the road, unless you do a sequel or something, and even then you can just try to prepare better by obtaining this information from the artist, or stipulating that the 3D files be provided so you can calculate it).
  10. The issue with trying to extract that information from an image is that you have to somehow inform the algorithm of which parts of the image actually affect the footprint. The algorithm can't look at your example image and know that the tall part is a chimney; for all it knows, the tall part lays on the ground and thus affects the footprint, making the object occupy much more area on the back-side of the object where the chimney occludes, even though that area should be open and not affected by the footprint. When I was still working on isometric games, I always just did the bounds/occlusion/footprint calculation step directly from the geometry in the 3D file from which I rendered the object sprite. The 3D file contains all the information to determine exactly what the footprint of the object is. In the absence of the original 3D file, then you'll probably have to go with a more brute-force approach. You could probably ease this a bit by building some sort of tool that will allow you to associate a particular object with a rough shape. ie, you could say "this image is LIKE a cube of size XYZ", and build the footprint data from that rough shape. Provide some sort of "grammar" or tool to aggregate simple primitives for more complex shapes. ie, "this image is like a cube of size XYZ plus a box of size WUV located at MNO offset from original shape", etc... How you build this tool or grammar is entirely up to you, but ideally it would: 1) Not take as long to develop as manually determining the footprint of each image would take 2) Allow enough conciseness as to actually reduce the workload of creating each footprint, enough that the overall time savings offsets the time spent developing the tool. Give that you could iterate on such a tool for quite some time, there would need to be a LOT of images needing done to make it worthwhile.
  11. Because that'll be so much easier than space invaders... Space Invaders, Tank Combat, whatever you choose to do, you're going to have to learn how to do a game loop correctly, so you might as well just stick it out.
  12. I'm on vacation in California right now so I don't have access to a lot of stuff, but I did find an old project on my wife's laptop that I uploaded on github. https://github.com/JTippetts/U3DIsometricTest It's a small isometric demo that features a controllable character, a bunch of randomly-walking mobs, an isometric maze and click-to-move pathfinding. It's implemented purely in Lua, and can be run with the vanilla Urho3DPlayer.exe using either the run.bat batch file or the command Urho3DPlayer.exe Scripts/main.lua -borderless (use -w instead of -borderless to run windowed). I tend to do things somewhat unconventionally. By default, Urho3D allows instancing objects from XML or JSON files. However, I like to instance from Lua tables instead, so I wrote a script file (objectinstancing) that can take a Lua table structured in a certain way and instance an object from it. This allows me to write object descriptions such as: player= { Scale={x=0.5,y=0.5,z=0.5}, Components= { --{Type="CombatCameraController", Offset=1}, --{Type="ScriptObject", Classname="IsometricCamera"}, {Type="ScriptObject", Classname="CameraControl"}, {Type="ScriptObject", Classname="PlayerController"}, {Type="ScriptObject", Classname="RotationSmoothing"}, {Type="AnimatedModel", Model="Models/gob.mdl", Material="Materials/gob.xml", CastShadows=true}, {Type="AnimatedModel", Model="Models/CubeSword.mdl", Material="Materials/CubeSword.xml", CastShadows=true}, {Type="AnimationController"}, {Type="ScriptObject", Classname="AnimationMap", Parameters= { animations= { walk="Models/GC_Walk.ani", idle="Models/GC_Idle.ani", start="Models/GC_Idle.ani", attack="Models/GC_Melee.ani", } }, }, }, Children= { { Position={x=0,y=1.5,z=0.5}, Components= { {Type="Light", LightType=LIGHT_POINT, Color={r=0.85*2,g=0.45*2,b=0.25*2}, Range=5, CastShadows=true}, }, }, { Position={x=0,y=1.5,z=-0.5}, Components= { {Type="Light", LightType=LIGHT_POINT, Color={r=0.85*2,g=0.45*2,b=0.25*2}, Range=1, CastShadows=false}, }, }, } } And the code will instance a player object based on that description. I do it this way because I do all of my game logic and control as Lua scripts, but serializing script objects and their parameters in Urho is weird. It wants to serialize script object members as an opaque stream of data rather than as named members. When I get back home in a couple weeks, I could probably find some other small projects if you're still interested.
  13. phil, I feel like you're chasing down a rabbit hole here with the timing thing. Even if you get the intricacies of chrono figured out, it doesn't solve the problem of the fact that you're still doing things wrong. Let's go ahead and look at your code in the original post (with some reformatting because damn, son): void drawScene() { glClear(GL_COLOR_BUFFER_BIT); drawScene_bug(); TimerFunction(1); eraseScene_bug(); // drawScene_bug_two(); // eraseScene_bug_two(); drawScene_ship(); drawScene_bullet(); glutSwapBuffers(); } So, here you are trying to draw a scene. You start by calling glClear() (a good choice to start with). Then you apparently try to draw a bug. Then you call TimerFunction() to wait a little while. Then you apparently try to erase the bug you just drew, after which you draw a ship and a bullet then swap buffers. Subsequent posts indicate similar errors in your thinking: void drawScene() { glClear(GL_COLOR_BUFFER_BIT); auto timeStampNow = chrono::high_resolution_clock::now(); drawScene_bug(); auto timeStampPrevious = chrono::high_resolution_clock::now(); auto elapsed = timeStampNow - timeStampPrevious; auto timeUntilSecondSprite = chrono::high_resolution_clock::now(); timeUntilSecondSprite += elapsed; if (timeUntilSecondSprite <= timeStampPrevious) { drawScene_bug_two(); } // drawScene_bug(); // eraseScene_bug(); // drawScene_bug_two(); // eraseScene_bug_two(); upper_row_one(); upper_row_two(); upper_row_three(); upper_row_four(); upper_row_five(); upper_row_six(); upper_row_seven(); upper_row_eight(); upper_row_nine(); drawScene_ship(); drawScene_bullet(); timeStampPrevious = timeStampNow; glutSwapBuffers(); } Here, you clear the buffer (again, a good choice). Then you try to draw a bug. Then you try to wait for awhile. Then you try to draw a second bug. Then you draw a bunch of rows, a ship, a bullet, and swap buffers to display on the screen. This just isn't how it works, man. Delaying for any amount of time before calling glutSwapBuffers() is completely and utterly pointless, serves no purpose whatsoever (except to make your drawing take longer than it needs to) and most definitely does not serve the purpose that you think it does. Waiting in the middle of the drawing routine is pointless, because nothing you are drawing at this point is visible until you call glutSwapBuffers(). You're not drawing a bug, waiting for a bit, erasing it, and drawing it again. That's not what the player will see. Because until you call glutSwapBuffers(), the player doesn't see shit. It's all pointless. The time for waiting is after you swap buffers, and before you draw again. That's when you wait. Now, I know that people have spent a lot of time on trying to teach you this stuff over the last 14 years. (Man, how the time flies, eh phil?) I know that the money you apparently spent on getting your bachelors degree in computer science would probably have better been spent on buying a sweet monster truck to crush cars with or something. But man, you really ought to learn how to write a proper game loop. For a refresher, it looks something like this: while running: Handle input Handle game logic Draw some shit Swap buffers Wait for awhile to limit frame rate repeat It's not optimal in the slightest (dead waiting, such as what you're doing, probably isn't the best way to do things) but it's at least a place to start. Moving bugs, moving ships, etc... happens in the game logic part. After that you draw the shit and swap buffers which makes it visible. Then you wait (though, again, eventually you'd want to restructure your loop) before repeating it all over again. Until you figure out this basic pattern, then you're not going to make any progress on this, and no amount of dicking around with chrono and timers is going to make any difference, or do anything other than confuse the hell out of you even further.
  14. I find Urho3D to be fantastic. I'm using it to make my game, a turn-based, hex-based RPG hack and slash: It's a very solid engine, lots of support on various platforms and quite capable.
  15. Do you have an old CMakeCache.txt or other build detritus sitting around from a previous VC build? Usually when I get this kind of weirdness, that tends to be the case. Make sure it's completely clean, with no previous build stuff getting in the way.