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Posted: Tue Jul 27, 2004 9:31 pm Post subject: fizikas engiines ?! (un toolji) |
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Svaarstos te starp 3 fizikas engiineem: Tokamak, ODE un Newton.. it kaa vislabaakais skjiet Tokamak, bet nu probleema ir taa, ka neviena no shiim engineem nepiedaavaa nekaadus tooljus fizikaalo objektu setupam - t.i. visas koliiziju kastes, masas un pats sliktaakais - engjes (jointi) ir jaadefinee ar roku pashaa programmaa, kas protams ir pilniigi garaam speelei. Tad nu gribeeju uzzinaat vai kaads gadijumaa nav atradis kaadu tooli ar ko vareetu taisiit/eksporteet kautkaada veida infu prieksh fizikas objektiem. Zinu ka komerciaalajaam engiineem taadi ir (piemeeram KAT prieksh Karmas) ..varbuut kaadam ir pieejams kaads toolis no citas engines, kuru vareetu izmantot (ja vien exporteejamais formaats ir saprotams).. varbuut kaads pats ir kaut ko uzrakstijis un veelas padaliities.. ?? Sliktaakajaa gadijumaa esmu jau gatavs pats rakstiit exporteri Maxam vai XSI..
pliiiz help |
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GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
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Posted: Tue Jul 27, 2004 9:49 pm Post subject: |
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Hmm, nesapratu, ko tu iisti gribi Tu domaa kaut kaadu toolu, ar kuru var atvert, pienjemsim, tavas racing speeles modeli un tur izvietot kaut kaadus objectus fizikas enginam (collision volumes, jointus ar visiem masas utt properties)? Nu par taadu progu neko nezinu, bet, kas tev maisa pasham uzrakstiit pavisam vienkaarshu view'eri, kas var atveert tavas speeles modelju formaatu, tajaa salikt visas shtelles un tad izeksporteet taas kautkaadaa fizikas failaa(pienjemsim *.xxx). Un tad, kad speelee ielaadeesi modeli, ielaadee attieciigaas lietas arii no *.xxx faila. Vai arii, pievieno fizikas infu pasham modelja formaatam, ja attieciigajaa projektaa tas iespeejams. Vai arii, ja negribas kaut ko programeet tieshi tam, tad vari fizikas infu ielikt parastaa *.txt failaa un ielaadeet to kopaa ar modeli.
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Sliktaakajaa gadijumaa esmu jau gatavs pats rakstiit exporteri Maxam
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Hmm, tu maaki raksiit plagus Maxim? Es domaaju saakt par to lietu intereseeties, kad pabegishu to speeli, ko tagad taisu prieks indago, taapeec buutu labi, ja tu vareetu pateikt, kur atradi kaut ko par shito teemu? Nebuutu slikti uzrakstiit forshu eksporteri no maxa... a to tagad eksporteeju uz .3ds tad konverteeju uz speeles formaatu... baigais chakars _________________
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dev
Joined: 27 Jul 2004 Posts: 206 Location: Latvija
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Posted: Tue Jul 27, 2004 9:59 pm Post subject: |
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(tas guest biju es)
Nu tu saprati pareizi, bet to pasham rakstiit negribas (laiks nav) - turklaat arii tas nav nemaz tik triviaali, defineet visus jointus, collision volumes utt - tur jau taads neliels 3d editors buutu jaaizveido, lai vareetu pareizi nopozicioneet visas shtelles... plugins maxam vaeeru buut vieglaak, bet nu noteikti tak kaads pasaulee kautko liidziigu jau ir uztaisijis tapeec cereeju ka kaads zinaas..
.. par pluginiem runaajot - ir taads IGame sdk ko izlaida pats discreet tieshi prieksh speelju export pluginu raxtiishanas maxim (taads kaa wrapperis lielajam MAX SDK) - baigi vienkaarshs lietoshanaa un viss kas vajadziigs speelei. |
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GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
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Posted: Tue Jul 27, 2004 10:08 pm Post subject: |
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Diemzeel par taadu softu neesu dzirdeejis. Bet apsver to vienkaarshi *.txt versiju, es gan nezinu, cik daudz dazaadu objektu tipu naaktos defineet, bet tas manliekas visaatraakais variants. Tikai katram modelim jaauzraksta neliels txt.
P.S. Paldies, pameekleeshu to IGame sdk. _________________
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dev
Joined: 27 Jul 2004 Posts: 206 Location: Latvija
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Posted: Tue Jul 27, 2004 11:16 pm Post subject: |
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nu jaa - kautkaadu mucu un stalazhu defineeshanai jau dereetu, bet sarezgjiitaaku mashiinu vai ragdollu defineeshanai tas vareetu buut stipri pagruuti..
bet nu lab .. eniivei, gan jau kautko izdomaashu.. |
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GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
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Posted: Wed Jul 28, 2004 12:20 am Post subject: |
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ragdolls... jaa, to es nebiju iedomaajies. Tur tieshaam noderees kads editors... _________________
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Hobits Indago organizātors
Joined: 04 Jul 2003 Posts: 491 Location: Riga
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Posted: Wed Jul 28, 2004 8:20 am Post subject: |
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GiGa wrote: | ragdolls... jaa, to es nebiju iedomaajies. Tur tieshaam noderees kads editors... |
Ja ir vajadziiga tikai cilveeka ragdoll tad labaak defineet kodaa klassi kas to izveido un iestraadaat iespeeju mainiit kermenja proporcijas, kaut kaadu universaalu faila formaatu visticamaak speelei nebuus paaraak izdeviigi veidot, t.i. tik un taa naaksies defineet mashiinas, cilveekus, un objektus atseviski, jo taas pasas par sevi ir atseviskas entitijas.
Koliiziju volumeem savukaart var uzrakstiit kaut vai vienkaarsu skriptu preksh maxa kas eksportee primitiivus (kastes, cilindrus, un ko nu tur atbalsta tevis izveeleeta fizikas liba). |
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Vecais_Dumais_Laacis Guru
Joined: 29 Jan 2004 Posts: 800
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Posted: Wed Jul 28, 2004 8:31 am Post subject: |
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man kau4kur meeteejas scripts maxim kas box primitiivus exporteeja aaraa uz xml un beigaas kodaa xml saparsee kaa collision volumi.
btw peedeejaa tokamakaa ir atbalsts convex hulliem tb var primitiivu kopu aizstaat ar convex hull kopu. bet tam protams arii nav editoru.
veel vari parakaaties pa www.ogre3d.org forumu tur bija uztaisiijushi tokamakam ragdoll editoru - vismaz kautkaadaa formaataa vinjam vajadzeetu exporteet aaraa. tikai cik vinsh pabeigts/lietojams nezinu.
aa ko tur reku buus bik ideja kaa to dariit maxii.
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pth = getSavePath caption:"Where to put xml"
if pth != undefined then (
outFile = createfile (pth + "\\coldata.xml") ;
format("<collisiondata>\n") to:outFile ;
for m in geometry do (
if iskindof m box do (
format "\t<colitem type=1>\n" to:outFile ;
format "\t\t<position x=% y=% z=%/>\n" m.center[1] m.center[3] m.center[2] to:outFile;
format "\t\t<size x=% y=% z=%/>\n" m.width m.height m.length to:outFile;
format "\t\t<direction x=% y=% z=%/>\n" (degToRad m.rotation.x_rotation) (degToRad m.rotation.z_rotation) (-degToRad m.rotation.y_rotation) to:outFile;
format "\t</colitem>\n" to:outFile ;
)
)
format("</collisiondata>\n") to:outFile ;
format("<wheeldata>\n") to:outFile ;
for m in helpers do (
if iskindof m tape do (
format "\t<wheel r=0.3 powered=% steering=% spring=35000 damping=2000 inertia=0.05 EntityName=\"%\" file=\"a_wheel.mesh\">\n" (getUserProp m "powered") (getUserProp m "steering") m.name to:outFile ;
format "\t\t<sensor_position x=% y=% z=%/>\n" m.pos[1] m.pos[3] m.pos[2] to:outFile;
format "\t\t<sensor_direction x=% y=% z=%/>\n" (m.target.pos[1]-m.pos[1]) (m.target.pos[3]-m.pos[3]) (m.target.pos[2]-m.pos[2]) to:outFile;
format "\t</wheel>\n" to:outFile ;
)
)
format("</wheeldata>\n") to:outFile ;
close outFile ;
)
MessageBox ("Done");
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tape tika lietots kaa amortizators ritenjiem - noraadiija stara poziiciju un virzienu [raycast vehicle] + pie user defined propertijiem bija pieraxtiits powered/steering _________________ ...un ja bites buutu laachi... |
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dev
Joined: 27 Jul 2004 Posts: 206 Location: Latvija
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Posted: Wed Jul 28, 2004 10:26 am Post subject: |
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nu paldies par skriptu
Ieveerteeju to ragdollu editoru - nu varbuut kautkas noderees, bet vinsh taads skjidrs liekas turklaat jaapaarraxta exporteris buutu, jo vinsh kaut kaadu tizlu binaaro formaatu izmanto.. bet nu labi, var jau iztikt arii kaadu laiku bez ragdolliem, tagad man vinji tik ljoti nav vajadziigi, vajadziiga ir mashiinu dinamika un to gan jau izdosies no maxsha dabuut laukaa.. |
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