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  • Thanks man, i'll see is that working, easiest ideas are hardest to get :(.

    Edit:

    Good news, list managing almost completed, works goes on, i managed a object problem, but adding object to project will be little complicated.

    I just want to share something :)

    <img src="http://img543.imageshack.us/img543/318/pfx.png" border="0">

    EDIT:

    Unfinished but WORKING :D

    PFX 1.1

    and the object for example ( i found it in my big folder called CONSTRUCT, so i dont know who made it and from which example it comes )

    3dJet

    instructions is written as comment in cap.

    I forgot to say,you type in commands in by changing "console input" variable in debug

  • Sure i can, sorry for that i haven't been here long time.

    i will put an edit with dropbox link when i upload this.

    Edit: Here is your link http://dl.dropbox.com/u/22704976/PFX.cap

    i'll try to do better list management when i do something with my addiction to minecraft :D, i think the current one is not good, and it's not good that everything is calculated by cpu, but i dont know what can i do wih that ;/

    EDIT 2:

    I'm working on PFX based on "3D Object" object, it will make everything faster and simplier, that means less calculations on cpu.

    NEED SOME HELP HERE!

    I faced a little problem, is there any method to change path of object file for 3dobject by action, i mean the situation where application is already running?

    Will be very thankfull for answers.

  • Hi.

    I'm making an 3D engine, it's still unfinished ( no time :/ ) but now it has basic (very basic) fuctionality, for now it can add and delete polygons from list and render it, texturing for me doesnt work, whe i will have some free time i try to finish it out, now sharing the alpha of this with the construct comunity, free to use, modify, making better and more functional etc. do everything what you want :D

    About speed, it works very slowly, so dont expect that you will get large amount of polygons rendered in reasonable speed ;/.

    PFX

    some explanation of instructions

    Adding polygon (it draw rectangles)

    3,x1,y1,z1...,x4,y4,z4,t

    3 - add polygon

    x,y,z - edges coordinates

    t - Texture number

    xn,yn,zn

    N     Distort map column and row

    1     1,0

    2     1,1

    3     0,1

    4     0,0

    polygon will get ID equal to polygon quantity

    Deleting polygons

    2,ID

    2- delete polygon

    ID- polygon ID

    example of adding command

    "3,-128,-32,128,128,-32,128,128,-32,-128,-128,-32,-128"

    p.s there is a Cdist variable which means camera distance, at 500 you've got an fpp at lower values you've got tpp, and camera rotations work with shift pressed.

  • Damn, it was so easy :D, i tried that with adding to variable mousex-displayheight/2 but i always got weird values so i thought that will way more complicated than this.

    Thanks.

  • Hi.

    I'm making an 3d engine,i managed to get it working but there is still a few things to do, like an camera rotation's.

    In math's (Link)which i used to calculate polygon position camera orientation is represented by "Tait-bryan angles", there is x,y and z, and i need someone to help me with converting mouse input to these values, goal is camera moving like in almost every 3d game.

    Will be very thankfull for help.

    p.s. im not sure about topic category, so just tell me if it's wrong.

  • ok, my bad.

    in begining of every frame all sprites are destroyed, next they were created in amount of polygons quantity and distort map size were setted, in next step engine calculates position for it basing on information about their location stored in array, after that it should give every sprite it's position, and everything working fine to that step...

    As you said ",perhaps, not giving the distort map time to intialize."

    so i thiked about it and i maybe you gave me an idea, i will try to keep sprites "alive" as long as they will be needed, they won't be destroyed in the beginning of every frame, i'll post results.

    And to get this same object instances id i should use UniqueID or objectID?

  • I always wanted to create a good game, but i have no idea for that, so i trying to create a tool which make creating 3D games (very simple, because AFAIK it will be SLOW AS HELL, maybe even slower) in construct possible for people who have ideas.

    And now i have this tool working, its called PFX (PolygonFX :D),but for some reason it's not working properly.

    I have problem with giving sprite a position, it will be better when i give you an example file.

    Download

    i have no ideas, you can see what is wrong when you type a command "3,-128,-32,128,128,-32,128,128,-32,-128,-128,-32,-128" which creates one polygon, sprite were created, but i dont know why it's not getting a calculated position for it.

    In engine are done simple management which allow u to create a polygon with this scheme:

    3,x1,y1,z1,...,x4,y4,z4,

    Where "3" is a command and rest:

    Xn, Yn, Zn ( n - in distort map it will be

    0, 0 (column, row) for 1

    0, 1 for 2

    1, 1 for 3

    1, 0 for 4.

    It will be very helpful if you tell me how to fix it, maths are good (copied from wikipedia :D), propably there are some bugs in camera rotation but i can fix it, but i dont know construct that good to fix this sprite (or something else) problem :( .

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  • only the loop's (empty loops, just looping nothing) on 2ghz pentium dual core ( to do full rendering it needs 10 seconds, without array loaded ) takes 60 ms, its about 20 fps with doing nothing (my gps with 400mhz arm SoC can render voxel based terrain with almost same speed, checked with GAPI) :/, loop with only the maths takes 5 second ( without checking results in array, which takes next 5 seconds ), so in construct events system it will never be enough fast, i dont know what about c++. to check all points with one pixel range it must do 62 500 loops, to do it with 60 pixels range it needs 3 750 000 loops, i think its something wrong with the algorithm, i must check how other voxel engines are made :D.

    Edit:

    I think i have found the way how to optimize it and make a lot faster, i will post results and explanation when i done it.

    Can someone check this cap, i have no idea why it doesnt work :/.

    Optimized VFX

    The main idea of this optimisation is to create smaller array where are stored info in which blocks of bigger array are stored coloured voxels, and i have added mechanicism to prevent checking next voxels after drawed one.

    Map generator for smaller array.

    Map generator A

    Edit2:

    Nevermind that project, it's working too slow, i'm currently working on engine based on polygons (for fun,nothing serious, but it may be usable ), today i have succesfully displayed ONE polygon :D.

  • I was thinking about a plugin, that may be good idea for that but i have no knowledge about c++, thats why i did it by events system.

    But the problem is why it's so slow, when the only maths are so slow in construct, the idea with plugin can work but when it's because of slowly working array plugin or something like that it will not be that easy to do. So i must chceck that before we can start to write anything, i will give a reply with results.

  • Thanks.

    I thinking about multi threaded rendering (afaik construct doesn't support multi-core, i dont think it uses one core to the maximum, but i can run 4 engines, every engine render part of image and results are stored in fast ramdisk and displayed in another app, maybe 4x or more speedup, but i think it still be too slow) and some optimizations ( engine when find and display point still check points after it and others like this), maybe i get 1fps with 60 pixels range :D, but i will try it tomorrow.

  • Hi everyone.

    I made a simple 3D engine based on voxels, it can find coloured points in 3d array and display it on 2d surface.

    For now it's SLOW AS HELL (Rendering one frame on phenom II x4 3.5Ghz with radeon 6850 takes 8 seconds), but it works, maybe even works good :).

    Screen Shot

    And i have a favour to people who know math's good, to check maths in this cap, beacause math is not my strong point.

    Free to do anything :) .

    CAP

    Engine

    Map Generator

    I add a map generator which generates an array with random (1-6) numbers on every point at y=64, map weight is 192 MB, and it takes 256 mb of ram.

    Edit:

    I changed view range to 256 and i saw... END OF THE WORLD, Rendering took only 29 seconds, very smooth :D , but now im know that maths are good ;).

    Some explanations:

    You can change view range by changing value in 10 expression

    Position is in 3 variables: Position X, Y, Z

    Y Axis is for looking left/right

    X Axis is for looking Up/Down

    FOV is field of view in degrees.

    Looking for optimizations (29 secs to render a frame is little too much :/ ), if you know how to optimize it, improve speed, post it, maybe some day it can be used in games (yeah sure, when we have 100 Ghz processor, we must reduce rendering( rendering, TAKING A PHOTO BY 100 YEARS OLD CAMERA ) time from 29 secs to at least 100 ms :/ ).

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Satelita

Member since 25 Oct, 2011

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