Search the Community

Showing results for tags 'Bullet'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Audio
    • Music and Sound FX
  • Business
    • Business and Law
    • Career Development
    • Production and Management
  • Game Design
    • Game Design and Theory
    • Writing for Games
    • UX for Games
  • Industry
    • Interviews
    • Event Coverage
  • Programming
    • Artificial Intelligence
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Engines and Middleware
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
  • Archive

Categories

  • News

Categories

  • Audio
  • Visual Arts
  • Programming
  • Writing

Categories

  • Audio Jobs
  • Business Jobs
  • Game Design Jobs
  • Programming Jobs
  • Visual Arts Jobs

Categories

  • GameDev Unboxed

Forums

  • Audio
    • Music and Sound FX
  • Business
    • Games Career Development
    • Production and Management
    • Games Business and Law
  • Game Design
    • Game Design and Theory
    • Writing for Games
  • Programming
    • Artificial Intelligence
    • Engines and Middleware
    • General and Gameplay Programming
    • Graphics and GPU Programming
    • Math and Physics
    • Networking and Multiplayer
  • Visual Arts
    • 2D and 3D Art
    • Critique and Feedback
  • Topical
    • Virtual and Augmented Reality
    • News
  • Community
    • GameDev Challenges
    • For Beginners
    • GDNet+ Member Forum
    • GDNet Lounge
    • GDNet Comments, Suggestions, and Ideas
    • Coding Horrors
    • Your Announcements
    • Hobby Project Classifieds
    • Indie Showcase
    • Article Writing
  • Affiliates
    • NeHe Productions
    • AngelCode
  • Workshops
    • C# Workshop
    • CPP Workshop
    • Freehand Drawing Workshop
    • Hands-On Interactive Game Development
    • SICP Workshop
    • XNA 4.0 Workshop
  • Archive
    • Topical
    • Affiliates
    • Contests
    • Technical

Calendars

  • Community Calendar
  • Games Industry Events
  • Game Jams

Blogs

There are no results to display.

There are no results to display.

Marker Groups

  • Members

Developers


Group


About Me


Website


Industry Role


Twitter


Github


Twitch


Steam

Found 12 results

  1. I am a beginner in the Game Dev business, however I plan to build a futuristic MMO with some interesting mechanics. However, I have some doubts about shooting mechanics that I chose for this game and would like to know your opinion on this. The mechanic goes as follows: - Each gun would have it's damage-per-shot value - Each gun would have it's shots-per-second value - Each gun would have it's accuracy rating Now the question is: how to calculate the output damage? I have three available options: 1) Calculate the chance of each shot hitting the target (per-shot accuracy) 2) Multiply the damage output of a weapon by it's accuracy rating (weapon with 50% accuracy deals 50% of it's base damage) 3) Don't use accuracy at all and just adjust the weapon damage output Which of these three mechanics would you like to see in a game? Mind, this will be an MMO game, so it will have lock-on targets, AoE effects and all that jazz.
  2. My AI subsystem is completed dragged by the physics with objects with Gimpact proxies.. When you need to calculate stuff like bumps, it is very horrible...It is even worse than using compound vehicle methods... Thanks Jack
  3. I looked one of the the bullet physics samples which talks about the topic in height field. But however, when the height fields get rendered, the "DemoApplication" class calls the opengl shape drawer object which finally retrieves the display list of the collision shape, which is strongly coupled to opengl, I want to do the same thing with DirectX (D3DX at the moment, damn old, but hey).. How can I draw the height fields out? Is there a way to turn the display list into something recognizable by Direct3D 9? Thanks Jack
  4. //synchronize the wheels with the (interpolated) chassis worldtransform l_vehicle->updateWheelTransform(j,true); const btTransform& t = l_vehicle->getWheelInfo(j).m_worldTransform; D3DXMATRIX l_mat = BT2DX_MATRIX(t); D3DXMATRIX l_rot; D3DXMatrixRotationY(&l_rot, 1.57f); l_mat = l_rot * l_mat; // assume front wheels AgentMotionState* motion = dynamic_cast(l_vehicle->getRigidBody()->getMotionState()); if (motion) { boost::shared_ptr pObj = motion->m_object; if (j==0) { D3DXVECTOR3 s, p; D3DXQUATERNION r; D3DXMatrixDecompose(&s, &r, &p, &l_mat); double yaw, pitch, roll; yaw = pitch = roll = 0.0f; QuatToEuler(r, yaw, pitch, roll); TRACE("Veh: " << i << "Pos of wheel 0 is " << p.x << " " << p.y << " " << p.z); yaw = CapRadian(yaw); TRACE("Veh: " << i << "Rot of wheel 0 is " << yaw); FRAME* frontWheels = (FRAME*)D3DXFrameFind(pObj->m_mesh->GetFrameRoot(), "Front_Left_Wheel"); frontWheels->matCombined = l_mat; //frontWheels->TransformationMatrix = l_mat; } Looks like the left front wheel is on the far left of the chassis with a large gap? Why is that? Thanks Jack
  5. I used to use ScreenPointToRay function to help me do this in Unity3d. But now I use Ogre and Bullet, I have to do this on my own. I try to dig into Bullet's example and find out this function getRayTo which convert the point on that click on screen (camera) to the 3d world point with 'farPlane' distance from the camera (that what I think). Then they create the ray (vector AB) by set the A point is the camera position, B point is the point get from the function getRayTo above. I try to re-implement this function in my project (use Ogre for graphic, so I have to use Ogre's camera and world). But I can't get it right because I don't understand the function getRayTo from Bullet. Please explain the algorithm to convert screen point to ray. If there is a better algorithm please teach me. Note: the scenario to use this algorithm is to find out the position to go for the character - like in the game TouchLight - a point and click game. https://github.com/bulletphysics/bullet3/blob/d52fb7510bbe3801431cc0a431e4c1847ee3e0f1/examples/CommonInterfaces/CommonRigidBodyBase.h#L17
  6. The forklift just slides across the floor. You may ask, hey, the wheels are frictionless, if I apply a friction of 1000.0f, the forklift just bounces to the air? If I apply 1.0, the forklift still slips around... Also, I have to apply a very large engine force in order to move the forklift, such as 100000.0 kg The chassis is 200kg, upper mask is 70kg, lower mask is 60kg, front wheels are 50kg and rear wheels are 50kg I just stuff them up. float maxEngineForce = 1000.f;//this should be engine/velocity dependent float maxBreakingForce = 100.f; float gVehicleSteering = 0.f; float steeringIncrement = 0.04f; float steeringClamp = 0.3f; //float wheelFriction = 10.0f; //1000;//BT_LARGE_FLOAT; float wheelFriction = 0.0f; float suspensionStiffness = 20.f; float suspensionDamping = 2.3f; float suspensionCompression = 4.4f; float rollInfluence = 0.1f;//1.0f; any ideas?
  7. I just keep stacking onto the compound shape, where the chassis is a box and the wheels are cylinders.... When getting rendered, they just fall apart, especially the chassis slips over and fall onto the ground...I haven't added constraints yet and I am just rendering the compound, not the vehicle type... I have a hard time understanding the forklift example though... And if I forget about the individual shapes and add as a compound shape in the end, I don't know how to apply constraints to the vehicle because they have no rigid bodies to create at all. You have to add the final compound shape and create a rigid body from there, if needing to add constraints, you need to have some references to the rigid bodies created from individual parts of the vehicle. thanks Jack
  8. When a body experiences a collision, there may be causing a bump or decal on the body itself, and the box shape or hull shape only affects the transformation, how do I make it affect the vertex buffer, because in soft bodies simulation, you could actually affect the vertex buffer, you can't with rigid bodies, if I cast a soft body on the rigid body with limited elasticity. ohhh. but real strange to me... how do I make this happen? Thanks Jack
  9. If I set the physics after AI, physics will dominate the final world transformations, which totally erased the world transformations calculated from the AI, or vice versa. I want to calculate the relative transformation when physics is in effect, how do I do that with btMotionState or derived classes with getWorldTransform overrided? Thanks Jack
  10. C Game - The Good Fight

    Hi, i have created and programmed a Windows console game and also i uploaded a video of the gameplay on YouTube here's the link: If you read the video description on YouTube you can find the source code link to download. So don't miss it!. Attached to this topic you can find the game executable(and the rest of the files) in a RAR file for you to play!...Download it now! Thanks for your time!... The Good Fight.rar
  11. Hi there,I'm the developer of "Silver Horizon",RNGSilvercraft. ======================== "Silver Horizon"is a 2d shoot'em up game. Aside from the standard shoot'em up gimmicks,this game allows you to level up your ship for later stages. The game is inspired by the Gradius series and Touhou series. This game was made by using MMF2.5,with soundtrack made by using FL studio. The game featuring: *A level up system(customize your ship by getting exp points) *Two different play style *6 original stages with unique musics The control and instruction of the game can be found in the "readme"file. Download link:https://rngsilvercraft.itch.io/silver-horizon ===================================== This is the first time I develop a full-sized game,since I have only made minigames before. The whole game,including programming,art,graphic,story,planning,even the soundtrack,is all made only by myself. I have to admit that I'm not really good at drawing,and since I'm from Taiwan(I'm only 18 BTW),there might be some grammar mistakes or misspelling here and there in the game XD. After approximately 80 hours of works(I supposed),this 6-stages-long game was finally finished.There might have some minor bugs I didn't find when testing. If you find any glitches,please let me know. My email address:yi88613@gmail.com BTW,I hid a pretty overpowered easter egg in the game.See if you can find it Please support my game! The trailer: My soundcloud: https://soundcloud.com/pk0m5zydjazg My youtube channel: https://www.youtube.com/channel/UCiQ4F7WZ5-soYvvgrXEyd1Q Screenshots:
  12. I want to simulate a object on a rope. Here is what I've tried: btScalar SpringLength( 3 ); btScalar PivotOffset( 0 ); btScalar SpringRange( 7 ); PlaneShape = new btBoxShape( btVector3( 1, 1, 1 ) ); btTransform tr; tr.setIdentity( ); tr.setOrigin( btVector3( 0, 0, 0 ) ); tr.getBasis( ).setEulerYPR( 0, 0, 0 ); MotionState = new btDefaultMotionState( ); MotionState->setWorldTransform( tr ); btRigidBody* pBodyA = new btRigidBody( 1, MotionState, PlaneShape ); m_pWorld->addRigidBody( pBodyA ); btTransform frameInA; frameInA = btTransform::getIdentity( ); frameInA.setOrigin( btVector3( 0, 0, 0 ) ); tr.setIdentity( ); tr.setOrigin( btVector3( 0, 60 - SpringLength - PivotOffset, 0 ) ); tr.getBasis( ).setEulerYPR( 0, 0, 0 ); MotionState = new btDefaultMotionState( ); MotionState->setWorldTransform( tr ); BoxShape = new btBoxShape( btVector3( 1, 1, 1 ) ); btRigidBody* pBodyB = new btRigidBody( 0, MotionState, BoxShape ); m_pWorld->addRigidBody( pBodyB ); btTransform frameInB; frameInB = btTransform::getIdentity( ); frameInB.setOrigin( btVector3( PivotOffset, -10, 0 ) ); btGeneric6DofSpringConstraint * pGen6DOFSpring = new btGeneric6DofSpringConstraint( *pBodyA, *pBodyB, frameInA, frameInB, true ); pGen6DOFSpring->setLinearLowerLimit( btVector3( - SpringRange, - 0, - SpringRange ) ); pGen6DOFSpring->setLinearUpperLimit( btVector3( + SpringRange, + 0, + SpringRange ) ); pGen6DOFSpring->setAngularLowerLimit( btVector3( - SpringRange, - SpringRange, - SpringRange ) ); pGen6DOFSpring->setAngularUpperLimit( btVector3( + SpringRange, + SpringRange, + SpringRange ) ); m_pWorld->addConstraint( pGen6DOFSpring, true ); for ( int i = 0; i < 3; ++i ) { pGen6DOFSpring->enableSpring( i, true ); pGen6DOFSpring->setStiffness( i, 1 ); pGen6DOFSpring->setStiffness( i + 3, 1 ); pGen6DOFSpring->setDamping( i, btScalar( 0.99 ) ); pGen6DOFSpring->setDamping( i + 3, btScalar( 0.99 ) ); pGen6DOFSpring->setParam( BT_CONSTRAINT_STOP_CFM, btScalar( (1.0E-5) ), i ); pGen6DOFSpring->setParam( BT_CONSTRAINT_STOP_CFM, btScalar( ( 1.0E-5 ) ), i + 3 ); pGen6DOFSpring->setParam( BT_CONSTRAINT_CFM, btScalar( ( 1.0E-5 ) ), i ); pGen6DOFSpring->setParam( BT_CONSTRAINT_CFM, btScalar( ( 1.0E-5 ) ), i+3 ); } pGen6DOFSpring->setEquilibriumPoint( ); The object moves like it's on a rope, but it doesn't rotate at all. I am an absolute beginner with bullet physics