QuaziGNRLnose's Recent Forum Activity

  • oh man I got old.

  • TiagoCesar

    For some reason i can't get it to run with cordova, but i'm not very experienced with it. Im not sure if any users have had luck getting it to run. It certainly should work (and indeed i can get the renderer to run with internally generated geometry) but something is messing up and external models wont load.

  • lennaert

    I'm not looking for a way to ban players permanently from a signalling server, just from a specific host's room. The host should be able to find the IP's of the peers considering it's communicating with them, but the multiplayer object offers no expression to retrieve it. Banning a player game-wide isn't the issue, i just want players to be able to permanently kick an annoying/spammy/fake/cheating user in their room.

  • lennaert

    For obvious reasons banning players shouldn't rely on info from the person being banned though. Ideally there should be a way for the host to get the IP of a player before they're banned (i assume this info is already known by the host in establishing a connection), store it, and check if a connecting player has an IP in the ban-list.

    really a get peer IP expression is all that's needed, however im uncertain of how feasible this is since I don't know much about using WebRTC.

  • AFAIK wile using the multiplayer object, issuing a ban on a specific peer/IP is impossible? It seems like a pretty important feature that's missing, since this means a cheating player could keep rejoining even if they were kicked.

    I feel like we should be able to get the IP of a specific peer for this reason at the very least.

  • techjunkie

    You aren't differentiating between forces and torques and aren't thinking in vectors/components. I'm not here to be a teacher, the oimo physics actions/forces/torques are no different than those you'd find in any other 3D physics engine. To use a physics engine you need to actually understand what directing a force means.

    Anyway, i can't upload a cap because im using a newer unreleased version of the plugin atm, but heres how you could modify the morph demo to use oimo:

    Image

    Make sure you turn "prevent rotation" on for the character physics. (the properties i used are the ones for "Q3DModel") that you can see.

  • techjunkie

    Please don't edit your old post to hide that you're asking the same thing again when I didn't answer. You need to learn some basic physics/dynamics and trigonometry or else you'll have far too many questions to move forward. The questions you're asking aren't even clear/don't make much sense, but a little bit of research on forces and vector math would give you the answers you're looking for.

  • Q3D isn't tested in r227. Also that doesn't tell me which actions caused the crash, it's almost useless to me in fixing the problem.

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  • Q3D can't really do what that example does in an EASY way. The only way would be to write a custom vertex shader (this is not something Q3D trivializes, you'd need to be pretty good at javascript and GLSL and know how three.js/Q3D work).

    You could of course just import a model of terrain though if you want static terrain, or use morph animation to fake the wobbliness. Getting collisions to work would be a whole other story too.

  • ramtinsoltani

    You can learn how obscure things work by looking at all the runtime code etc. but it's a lot of work and generally you dont need much of the functionality except in very fringe cases.

  • techjunkie

    Yes, it's based on oimo.js, however I've modified it somewhat to include extra features/fix bugs.

  • techjunkie

    "angles" don't particularly exist in any simple way in 3D. For this reason 3D physics use vectors to indicate directions of forces/torques (this is pretty standard practice, you wont find much 3D math/physics relying on a system which uses angles since they can have weird singularities/gimbal lock). You'll have to apply 3D force with the directions/components of the angle you want to point at. use sin/cos. something like x:cos(self.Rz),y:sin(self.Rz), depending on how you want your coordinate system set up.

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QuaziGNRLnose

Member since 2 Aug, 2008

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