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by 9heart
12 Aug 2020, 17:44
Forum: Game Development Tutorials & Resources
Topic: Inverse Kinematics animations for Spring in Blender
Replies: 21
Views: 2293

Re: Inverse Kinematics animations for Spring in Blender

could one script some kind of an "anim LOD"? where units off-screen only receive major sim-frame updates every 30 frames or something
by 9heart
03 Aug 2020, 19:11
Forum: Game Development Tutorials & Resources
Topic: Inverse Kinematics animations for Spring in Blender
Replies: 21
Views: 2293

Re: Inverse Kinematics animations for Spring in Blender

in terms of a pure performance gain, would it be worthwhile to remake my mod's animations with this tool?
by 9heart
14 Mar 2020, 17:01
Forum: Balanced Annihilation Reloaded
Topic: Future of BAR
Replies: 20
Views: 10870

Re: Future of BAR

I think players can, and will be expecting a full-featured, noob-friendly lobby like described in the C&C Remastered video. https://www.youtube.com/watch?v=9iMfypQj3k0 also: A simple settings menu(low,-med-high,or automatic) to replace current SpringSettings (which is more daunting than 747 cockpit ...
by 9heart
02 Apr 2018, 01:45
Forum: Balanced Annihilation
Topic: Request for large BA game replay
Replies: 2
Views: 915

Re: Request for large BA game replay

Heres one that went to 5k and ~100 minutes long



game of the year
by 9heart
16 Oct 2016, 16:35
Forum: Game Development
Topic: Inverse kinematik
Replies: 10
Views: 1765

Re: Inverse kinematik

you might want to look at avoiding this euler angle problem by changing how rotations are handled in 3DModel.h void ComposeTransform(CMatrix44f& m, const float3& t, const float3& r, const float3& s) const { // note: translating + rotating is faster than // matrix-multiplying (but the branching hurts...
by 9heart
17 Mar 2016, 12:25
Forum: Balanced Annihilation
Topic: Dead or alive
Replies: 12
Views: 2485

Re: Dead or alive

clash of clans has 100 million daily users.

dead.
by 9heart
18 Dec 2014, 15:05
Forum: Off Topic Discussion
Topic: What happen to the Pure dev?[serious]
Replies: 27
Views: 6542

Re: What happen to the Pure dev?[serious]

I always thought PURE looked pretty cool

nice effects, polished game. Argh was dedicated , hardworking, and a better game dev than 99% of guys on these forums who talk shit about Argh. Shame he got banned TBH.

https://www.youtube.com/watch?v=nUJy57bak8k
by 9heart
12 Dec 2014, 20:49
Forum: Feature Requests
Topic: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY, norm
Replies: 25
Views: 3925

Re: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY,

The idea was/is to avoid the whole vector to rad dance (with speed according to turn length) by getting a vector, and beeing able to turn a piece directly into that direction in one smooth movement. + Less Engine Calls +Can use the output of most vector returning lua functions. (dont rememer if it ...
by 9heart
12 Dec 2014, 02:37
Forum: Feature Requests
Topic: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY, norm
Replies: 25
Views: 3925

Re: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY,

Super Mario wrote:
9heart wrote:You can build a rotation matrix to rotate about any arbitrary axis like this:

Image
How exactly did you derived that may I ask?
http://en.wikipedia.org/wiki/Linear_algebra
by 9heart
12 Dec 2014, 02:35
Forum: Feature Requests
Topic: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY, norm
Replies: 25
Views: 3925

Re: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY,

jK wrote:I don't understand a single thing what you said.
I just want to define a point in arbitrary space, and an arbitrary piece axis, and turn the piece to face that point, from a LUA Script.

This is impossible with TURN/MOVE commands. Requires a method to change piece 3x3 rotation matrix from LUA.
by 9heart
11 Dec 2014, 22:21
Forum: Feature Requests
Topic: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY, norm
Replies: 25
Views: 3925

Re: Spring.UnitPieceTurnVec(UnitID, normedVecX, normedVecY,

Does any of my previous post make sense to anyone ?

I still think its a good idea..

maybe a dev can point out any potential problems before I try implementing it?
by 9heart
11 Dec 2014, 07:01
Forum: Art & Modelling
Topic: Blender animation export has been deployed!
Replies: 42
Views: 12876

Re: Blender animation export has been deployed!

does this exporter require a particular version of blender?
by 9heart
10 Dec 2014, 03:55
Forum: Game Development
Topic: Movement
Replies: 13
Views: 3471

Re: Movement

thoughts on this proposed solution? http://gamedev.stackexchange.com/a/81596
by 9heart
09 Dec 2014, 05:46
Forum: Game Development
Topic: Movement
Replies: 13
Views: 3471

Movement

I have tested on a totally flat map with (grey heightmap). When given a move order, ground units wiggle about and have all kinds of micro-jitters, and make absurdly large turns, oversteering, etc. Try it yourself! You'll observe units making hundreds of tiny 1-2 degree turns, first one way, then the...
by 9heart
07 Dec 2014, 07:19
Forum: XTA
Topic: XTA 9.745 released
Replies: 6
Views: 2008

Re: XTA 9.745 released

thank you!!
by 9heart
07 Dec 2014, 04:40
Forum: XTA
Topic: XTA 9.745 released
Replies: 6
Views: 2008

Re: XTA 9.745 released

Jools wrote:What new menu? There current menu (the one that appears when you type "/selector") has existed for at least 5 years, if not longer. It's the default one, and I agree it should be improved.
Talking about the one that comes with CTRL-F11

I will just use /selector, thanks
by 9heart
06 Dec 2014, 22:19
Forum: XTA
Topic: XTA 9.745 released
Replies: 6
Views: 2008

Re: XTA 9.745 released

The new Lua Widget menu is horrible. Cannot scroll down, cannot use at all..

the old lua menu was fine, why someone always come into XTA and break things =(
by 9heart
21 Aug 2014, 20:06
Forum: Off Topic Discussion
Topic: Our Oceans
Replies: 0
Views: 877

Our Oceans

The US has known about the realities of the destruction of our oceans for years, due to implications to naval war strategy and national security. "We are going back to pre-cambrian (~250Million years) oceans (no fish, only slime and jellies) which is quite an accomplishment in only 100 years." https...
by 9heart
19 Aug 2014, 19:30
Forum: Engine
Topic: Generic Transform Class
Replies: 4
Views: 883

Re: Generic Transform Class

make spring's backend work on quats? :P The reason float3 is used for all translation/rotation is floating point gives predictable results on all processors (AMD vs Intel, x86 vs x64, etc) and operating systems. Numerical stability comes into play when concatenating (many) rotations, e.g. in rotati...
by 9heart
19 Aug 2014, 18:21
Forum: Art & Modelling
Topic: Random WIP 2014+
Replies: 303
Views: 55920

Re: Random WIP 2014+

I appreciate all the comments and active discussion =)

Different strokes for different folks, I guess.

IMO smoth has best looking models ingame (smoths junk thread is wow), but yes as picasso mentioned texturing is big hurdle

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