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00:52
That is the easiest way to do it.
01:06
That seems like as good of a pre-made model as I'm going to get.
 
1 hour later…
02:46
@PearsonArtPhoto looking good
Dom
Dom
@DMGregory thanks, I was off to bed when I saw your message. I'm still working on it and would appreciate any help you can offer.
03:08
Will put Starman in soon.
This is going to be a bit bigger then I really wanted, might be a bit big for the web, but...
Maybe I'll just put it on itch.io or something.
03:22
@Dom sorry for the delay. Still game?
Dom
Dom
@DMGregory yep still not sure about the calculations for the bounce
What I'm doing at the moment is:
When the collision occurs at 45.35 frames, I take the 0.35. I find the horizontal or vertical distance from the boundary it's heading towards, call it distance. I divide distance by 0.35 and then multiply it by the remainder of the frame (1 - 0.35 = 0.65). So I end up with the remaining portion of distance it should travel.
Is this right?
I'm only working on the axis that the collision occurs on. With the other, I use the standard kinematic equation to find it's next position (I'll probably need to work on that a bit for corners, but only focusing on the main collision for now).
04:11
"The boundary" meaning the full extents of the object's movement for the frame? (ie. its velocity per frame)?
Dom
Dom
The boundaries are at fixed coordinates (but are relative to the origin for the purposes of the quadratic calculations), and are only hit on the frame when the object will cross them
does that make sense?
for example:
the frames occur at various points along the red line inside the boundaries
actually I have an example of what I'm trying to achieve
Then no, the distance that you want to break into two pieces and reflect is the velocity of the object, not its distance to the boundary.
eg. if in this frame, the object "wanted" to move (+2, -5) and it hits a floor 20% of the way through that movement, then it should rebound to 80% of its original vertical displacement for the frame. (ie. it goes down 1, hits, bounces back up 4, completing its full 5-unit vertical displacement or the frame, doubled back on itself for a net rise of 3)
Dom
Dom
Thanks a lot, it's good to hear it
that was my initial approach, but I dropped it ages ago because it appeared to be wrong, but it's now more likely my calculations were wrong
this is what I'm doing
most of it works, but there are some ugly glitches
that's a working example, not mine
Dom
Dom
04:39
@DMGregory after a collision I run it through the trajectory mapping function again using the new position, angle and velocity. What should the new velocity and angle be calculated from? The angle and position of collision and the remaining velocity we just covered, or from the new end position and an adjusted angle after the collision plus the starting velocity?
That's confusing, what I'm trying to ask is where should I get the new values from to plug into the trajectory mapping function again?
I'll work on the correcting the velocity calculation anyway, thanks a tonne
I'm not sure I understand your question. The new velocity is just the reflection of the old velocity.
Dom
Dom
yeah I think I've got it figured out in my head, just need to get it accurately into code :)
05:04
Good luck!
 
2 hours later…
07:33
I have a wall in side of the road and the player passes through it when the player speed is fast but how can I stop the player from passing through it?
Like in subway subway game it has walls in the side. In my game also I have walls in the side just like it
But my player is passing through it when the speed of player is fast
08:03
You should use the RigidBody.collisionDetectionMode property, to setup a RB with continuous collision detection
You should set this property to CollisionDetectionMode.ContinuousDynamic for fast moving objects
For every other object the player can collide with, (e. g
walls) you need to set the CollisionDetectionMode property to: CollisionDetectionMode.Continuous.
The only downside is that Continuous Collision Detection is only supported for Rigidbodies with box, sphere and capsule colliders
And it has a significant impact on performance..
 
3 hours later…
11:44
I need to add a few controls, and I'm struggling with the best place to add them. I'm thinking upper left, but I wanted to get a second opinion.
BTW, I'm finding that using a ScritableObject as a variable that can be seen and used in many places is a really neat trick.
user92578
12:06
upper left is probably fine
12:16
Considering purchasing this UI pack. I suspect I should probably do something a bit more then just using Kenney stuff, although I suppose I could get started with that.
 
1 hour later…
user92578
13:21
Is "Requires a restart to take effect." good English?
13:38
This is what happens when you let 14 hungry goats have after a pile of feed on a table
user92578
I love the photobombing horse
Oh yeah. And a miniature horse
@Tyyppi_77 Good enough.
user92578
thanks
13:54
No problem.
 
2 hours later…
15:27
Does Assimp have to be built in release mode?
Or debug mode?
user92578
you probably want debug binaries for debug builds of your game and release binaries for a release build
Oh alright.
Because i tried loading a couple of models with it, but it doesn't seem to work..
user92578
debug/release build should not affect that
user92578
debug build might tell you if something goes wrong though
And i read somewhere that you need to build assimp in release mode to get the "regular" library
user92578
15:35
but I'd guess that it's your fault, not Assimp's
Is there a simple tutorial on assimp?
Even just loading a cube, without textures
user92578
have you looked at their samples?
There was an Opengl sample, with C and Opengl
But i didn't get much out of it..
There was also a c++ example that explained exactly how to load a model, but it didn't say anything on how to process the data in order to render it
user92578
This seems to put data into VBOs which might be what you're looking for, it does have a bunch of unnecessary stuff too
user92578
15:41
I can take a look if I have any code that uses Assimp laying around
Thanks man, appreciate it :D
user92578
this is really old, idk if it works anymore but here: pastebin.com/6QTQ3N8S
Thank you!
So, how's GunHero going? Did you finish working on the boss scene?
user92578
yeah boss is done, I've been fixing a bunch of small bugs and making tweaks here and there this weekend
user92578
I got the campaign stuff setup yesterday
15:47
Cool!
user92578
Now I just gotta add in an achievement and design a battle arena for canyon
I still haven't bought it though..
user92578
it's all right
Yeah
But i wanna play it :D
user92578
I also think I want to experiment with an alpha 0.1 version of workshop support
15:49
Well, that'd be a cool idea!
user92578
I tried to do it back in the summer but I think I approached it wrong; I started making all this cool UI stuff where I really just should've put an ugly button in that uploads a level, and another button that lets you load one in
Yeah, i've done stuff like that so many times
It's kinda the same thing Josh Petrie told me some time ago: you should focus more on hard things, which are the real progress, instead of doing stuff that is not really important(fake progress).
user92578
16:09
user92578
Battle level done
:)
@GabrieleVierti :D
note the shadow hanging over her as she works
 
1 hour later…
17:35
@Almo ahahahahahhahaha :D
18:02
@Almo I know how that feels... To be honest, I am kinda doing that now with my Crying Moon:P
@Tyyppi_77 looks good, just the play area needs to be a little bigger.
18:26
:D
19:07
I’m sure it’s parked around here somewhere … http://whereisroadster.com
3
user92578
19:51
@TheMattbat999 It's the same size as my other arenas which are thoroughly playtested, there's really no need for a larger play area given how fast the gameplay is
user92578
@PearsonArtPhoto amazing!
Yeah, I'm in a bit of shock.
20:11
@PearsonArtPhoto ahahahahaha that is awesome man!
 
1 hour later…
21:15
@Tyyppi_77 ok. I never played, so I was unsure of game pace.
user92578
21:34
:)
@PearsonArtPhoto wow!!! :D nice!!!!
21:52
Okay, breath. Time to start working again...
nwp
nwp
Working? Why? Don't you have like infinite daily income now?
LOL.
If this keeps up, I could easily quit my day job.
But I'm not confident it will keep up.
nwp
nwp
I wouldn't expect that either. Better look at the news every day to find things people will click on and make websites for those.
howmanypeoplediedintheshootingthistime.com
The thing is, I think this did so well because I was so vested in it. Finding something that I'm vested in, and will attract people...
But I think I've got quite a bit more milking I can do of the site.
I've had a few people suggest I start a patreon for the site.
22:42
I have started work on a merchant system for my game... still got work to do (like actually making it work. I spent a while on actually figuring out what I was gonna do :P)
23:17
Putting your energy & resources where your passion also lies is usually the best way to produce good results.
I'm sorely tempted now more than ever to completely abandon Colonial Sea Trader, or at least abandon it for some time.
I might switch to a space game, which I have increasingly been wanting to do.
I think I'll set it up to toggle the UI if you click on anything that isn't a button.
Maybe a 3 state, show everything, show just the labels, and show nothing.
Need to figure out how to indicate the progress of the video too...
And of course add Starman.
And somehow I need to figure out how to monetize it...
One of Australia's canonical books on wealth advises that if you're going to go into business, or invest in a business or stocks or anything like that, make it something you're passionate about. That's for no other reason than you will simply know more about that area than nearly anything else, simply because you enjoy it, have passively absorbed a lot of knowledge about it, and will continue to do so naturally as a course of doing what you do.
As opposed to most other things, where you probably haven't read anything about it before and doing so would be going above and beyond your regular schedule. You basically have a huge head start in any area you already care about.
23:34
sounds reasonable
23:46
@PearsonArtPhoto do whatever your heart tells you :D
It's hard, I've spent a lot of work on it, but...
Eh, will decide in a few weeks when I've got the Where Is Roadster stuff a bit calmer.

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