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!
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
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
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
Destroy, Erase, Improve
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MrCoder - Site Admin
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- Location: Stockholm, Sweden
Re: ArdorCraft
If anything, your Ardorcraft project has sparked my interest in Ardor3D. I look forward to seeing what you come up with.
- Salient
- newcomer
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- Joined: Fri Jan 21, 2011 11:21 am
Re: ArdorCraft
Oh, alright...development version. Well - did try again, and now a dude appears 
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.
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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ThomasVeil - newcomer
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- Joined: Mon Jul 12, 2010 10:47 am
Re: ArdorCraft
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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MrCoder - Site Admin
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- Location: Stockholm, Sweden
Re: ArdorCraft
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
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
- wano
- newcomer
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- Joined: Sat Jan 23, 2010 3:02 am
Re: ArdorCraft
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.

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...
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.

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...
Destroy, Erase, Improve
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MrCoder - Site Admin
- Posts: 755
- Joined: Mon Nov 03, 2008 8:56 am
- Location: Stockholm, Sweden
Re: ArdorCraft
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
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
- obi
- regular
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Re: ArdorCraft
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.
- wano
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