Q3D V-2.4 [3D Physics + Skeletal Animation UPDATE]

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Post » Thu Nov 06, 2014 9:40 pm

@GameThirsty, yes exactly, you'd set the position of some player positions head. An easy way to do it would be to use the custom movement plugin and layout a map in the layout editor. perhaps make a topic in the how do i section on the forum instead of posting here, so people wont have to go through 40 pages to find out how to do it. you'd want to move the player at the planar angle of the camera when the forward/backwards keys are pressed, and 90 degrees to the planar angle of the camera when the left/right keys are pressed. It'd probably be easiest to make the X-Y plane your floor.
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Post » Sun Nov 09, 2014 1:58 am

I've put together a little example that i made using the new plugins in the update in 14 events. It demonstrates the spatial hashing system used for collisions, object parenting actions, and serves as a neat little benchmark for how collisions are managed for moving objects testing against N moving objects. Click to spawn a bunch of boxes. The button in the bottom corner shows visually the sparse spatial hash being built/modified as objects move around.

Link
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Post » Sun Nov 09, 2014 9:29 pm

Download the lastest version of Q3D here:

Q3D V1.0

Where is the 1.1??????????????????????
its about few mo
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Post » Sun Nov 09, 2014 11:51 pm

@fongka

I'm in the end stages of working on it, but it's still not ready. I've been working on it as much as I can, but it's complicated and i don't want to release something buggy / poorly made.
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Post » Mon Nov 10, 2014 12:43 am

QuaziGNRLnose wrote:@GameThirsty, yes exactly, you'd set the position of some player positions head. An easy way to do it would be to use the custom movement plugin and layout a map in the layout editor. perhaps make a topic in the how do i section on the forum instead of posting here, so people wont have to go through 40 pages to find out how to do it. you'd want to move the player at the planar angle of the camera when the forward/backwards keys are pressed, and 90 degrees to the planar angle of the camera when the left/right keys are pressed. It'd probably be easiest to make the X-Y plane your floor.


Thank you for the help, I appreciate it greatly.

I am still not fully understanding how you mean to implement this, so I will recap what I think you mean.

To make an easy way to move the camera's position around the 3d world is to reference the players head camera to a sprite in a 2d plane. Give that sprite a custom movement behavior, and reference the sprite to make adjustments to the camera?

I will indeed be making a How to? Post here soon, I just want to get more information about it so I can make an example for everyone to use someday.
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Post » Mon Nov 10, 2014 1:13 am

it's gonna be easier with the helper functions in the new plugin, but you're essentially right. Position the camera at the sprites x,y position with some z offset above what you make the floor plane for the "height" every tick, and then move the sprite around however you'd like. Using custom movement makes it easy to implement strafe etc. cause you can accelerate things at angles.
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Post » Mon Nov 10, 2014 3:14 am

QuaziGNRLnose wrote:it's gonna be easier with the helper functions in the new plugin, but you're essentially right. Position the camera at the sprites x,y position with some z offset above what you make the floor plane for the "height" every tick, and then move the sprite around however you'd like. Using custom movement makes it easy to implement strafe etc. cause you can accelerate things at angles.


Okay, I will wait until the plugin has been updated.

I thought the Y axis was the "Height" of the map and the X and Zed was the floor of the map?

Or is it easier to reverse it so Zed is height and Y and X is the floor? What is the reasoning if so?
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Post » Mon Nov 10, 2014 3:54 am

@GameThirsty

You can choose the x,y,z axis to be whatever you want. It's easier to make X and Y the floor so that you can lay out the map top down in the construct editor, and can use behaviors to move around the floor.
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Post » Tue Nov 11, 2014 1:42 am

@QuaziGNRLnose

I think I have a start on what I need to do, my logic behind these events is to...

1. Match the sprites angle to the current angle of the camera's Y-Axis. (direction the camera is looking in 3d space)

2. Once the angle is set on the sprite, I can use the custom movement behavior to set the sprites (player) movement position to the sprites current angle.

It does work a little bit, however its not what I am after. Logically I thought this would work, because all I am modifying in the 3d space is the X and Z coordinates, I am using the X coordinate of the sprite to set the X axis coordinate and using the sprites Y coordinate to set the Z coordinate in 3d space. Making the sprite have the same angle as the camera should set the correct movement in this example.

Thank you so much if you have any suggestions! :)
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Post » Thu Nov 13, 2014 9:56 pm

@QuaziGNRLnose

Iw been away for some time... i would like to ask you is it possible at decent speed to put scene like eg. Trine:
Image
So that we have several paralaxed layers in background, then Q3D with all the action in it and then again C2 layer with UI.
Or is there a better way to make this?

tnx!
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