ArdorCraft

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Show off your Ardor3D skills - games, demos, videos, screen shots and other shiny. Don't tease... Your first post should show the shiny!

Re: ArdorCraft

Postby MrCoder » Thu Jan 20, 2011 4:52 am

Are you sure you were using the "Current Development Version"?

I've had a pause in development since the end of november, which is why no new updates are up. I'm just now getting back in the saddle though, so expect to see things happening soon again :)
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Re: ArdorCraft

Postby jfelrod1960 » Thu Jan 20, 2011 11:08 am

Sounds good Rickard! :)
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Re: ArdorCraft

Postby Salient » Fri Jan 21, 2011 11:30 am

If anything, your Ardorcraft project has sparked my interest in Ardor3D. I look forward to seeing what you come up with.
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Re: ArdorCraft

Postby ThomasVeil » Fri Jan 21, 2011 4:40 pm

Oh, alright...development version. Well - did try again, and now a dude appears :D

When I was playing the original minecraft, I was always wondering if he could add radiosity. You know - that objects who are really brightly hit by the sun, scatter the light to nearby areas. Could look cool. Just an idea.
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Re: ArdorCraft

Postby MrCoder » Sat Jan 22, 2011 9:08 am

Yeah worth a shot :) A way to do it would be to evaluate the textures down to an average color each, and then sample that color for each box when doing the lighting calcs. I'll give it a shot ;)
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Re: ArdorCraft

Postby wano » Thu Feb 03, 2011 11:58 am

Hi MrCoder,

very impressive work on ArdorCraft! I started a similar project some weeks ago but only for experimental purposes. I am still thinking about the best way of handling collisions/sliding/response in such a kind of world. You mentioned earlier that this was one of the harder parts of your project. Could you give us some information about how you solved this part?

Thanks
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Re: ArdorCraft

Postby MrCoder » Sat Feb 05, 2011 5:42 pm

I implemented the good old raycasting algo but in 3d, which gives me the intersectionpoint of a ray in the grid world.

For the response you have to test against all the axis after pushing out using the normal of the box face you hit. Made an example image for the 2d case.
The longest dotted line is the initial wanted movement of the player (a fairly long jump in space just to prove the point). After the first hit you remove axis of the normal of the hit face. Then you have to raycast again to see if you get another hit, which in this case means you have come to a stop. The resulting movement is the green arror.
Doing it this way you get sliding behaviour, and it's also robust in that it can't jump through walls even if the fps is low etc.

Image

For my latest versions though, I've started to move various parts over to the physics engine Jinngine, because i need real physics behaviour for other reasons. This way of doing it is faster and more robust though...
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Re: ArdorCraft

Postby obi » Sat Feb 05, 2011 6:33 pm

I'm not sure which algorithm MrCoder used but I used following one with great success in ObiCraft.

It's called Parametric 6-line algorithm. Here's a paper with including pseudo code and description, very easy to implement.

http://citeseerx.ist.psu.edu/viewdoc/do ... 1&type=pdf
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Re: ArdorCraft

Postby wano » Sun Feb 06, 2011 1:52 am

Thank you both for your explanations! I used a collision detection algo for AABB's (the boxes) and a sphere volume (the player). It works until I get invalid results because of "jumps" into boxes. But raycasting before would solve this problem. Thanks.
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Re: ArdorCraft

Postby MrCoder » Sun Feb 06, 2011 3:00 am

Yeah that seems to be pretty close to my raycasting algo.
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