A little demo.

A little demo.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Argh
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A little demo.

Post by Argh »

Click here to see an interesting (if poorly-shot and edited) video of some code I wrote this evening.

Now, when you're done watching that, go on... ask me how much CPU 100 of these running at once uses 8)

Let's just say that the answer is less than 1%, and leave it at that.
Last edited by Argh on 16 Jun 2007, 17:08, edited 1 time in total.
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Ishach
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Post by Ishach »

how much cpu does 200 of them at once use
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Neuralize
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Post by Neuralize »

video is too choppy to see anything, .sdz or it didn't happen
Warlord Zsinj
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Post by Warlord Zsinj »

It is a little difficult to see. It seems to be quite skittish over flat ground?
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SwiftSpear
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Post by SwiftSpear »

Is it basically just bouncing a little off bumps? I can't really decern what is happening that's special... It looks better then spring default drift, but I guess that's just kindof assumed when making a suspension script...
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Maelstrom
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Post by Maelstrom »

Ummm, what am I actually seeing here? All I see is a megasheep driving choppily through a forest.
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Ishach
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Post by Ishach »

Zpock's video is cooler for showing off suspension
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Relative
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Post by Relative »

What are we looking at here?
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Boirunner
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Post by Boirunner »

Is the OP released under the GPL?

edit: you set the speed to 0.3 and still get like 3 fps?
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quantum
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Post by quantum »

F10 makes nice and smooth videos.
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rattle
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Post by rattle »

So does fraps.
Warlord Zsinj
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Post by Warlord Zsinj »

eh, too far boirunner.

We all just want to see what Argh wants to show us, there's no need to be rude or inflammatory.
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rcdraco
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uhh

Post by rcdraco »

Didn't Zpock actually make this, and put the idea out there. I think it's respectful to at least mention that he came up with the idea.
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Argh
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Post by Argh »

I can't get F10 to work with SVN Spring without causing crashes- I'll look into making another version with Fraps. Sorry if the quality lacks.

And, um, I wrote this completely from scratch. No code was used from Zpock's work, which I haven't even really read. I basically looked at the first section, said, "meh, there's way too many math steps", and went to work writing an alternative last night. It's not perfect yet, and there are some specific problems that need to be addressed, but meh, I wrote this in about 2 hours, using techniques I was already familiar with.

I am more than happy to say that his demo video was the inspiration to try to solve this particular problem, and no glory should be taken away from his work- if anything, I hope he's honored that I decided that this was worth figuring out a faster way to do this. No disrespect was intended, sorry if it came across that way.
Last edited by Argh on 16 Jun 2007, 16:27, edited 1 time in total.
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Maelstrom
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Post by Maelstrom »

I havnt seen this video of Zpocks, so I dunno what your talking about. Again, what are we seeing here?
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Argh
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Post by Argh »

Go here, to watch Zpock's video, which is amazing stuff:

http://spring.clan-sy.com/phpbb/viewtopic.php?t=10730
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KDR_11k
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Post by KDR_11k »

I think he doesn't use Zpock's script, he probably removed the code that reacts to the terrain and just made it bump randomly.
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Argh
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Post by Argh »

No, it reacts to terrain, and again, I am not using anything from his script. The only problem I'm having is the scale of the bumps, frankly- I'm working out a way to fake that without using any trig functions. I got Fraps working, I'll make another demo when I've tweaked a bit more for a cleaner result.
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Zpock
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Post by Zpock »

Trying to steal my glory eh?

No seriously any improvements, implementations, copying, rewriting or whatever concerning this is welcome and what I hope for. That's why I put it up in the first place and tried to explain stuff, instead of keeping it to myself until I make a major release.

I look forward to a better video here.
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Argh
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Post by Argh »

Don't worry, you will get it, and I will be posting a lot more about how I'm thinking about this problem, for people to chew on and hopefully improve (yes, that includes sourcecode)- that video was the first really inspiring thing I've seen here in awhile, and I think that we should be using this stuff in our games for vehicular motion, if we can make it run fast enough.

I think I have the rough-hack for getting my values for the slope "about right" now, so lemme test and I'll get back with y'all.
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