That does look like it will work Nice. I dont think trig is complicated though
Posts by The_Alee
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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Dead reckoning is all about predicting the PATH the player just took, and the amount of time they took to complete it. Acceleration can also come into it.
So you could work out that if the players average ping is 100, and they are currently at (0,0) and you get a new message saying they are at (50,50), you know they have moved roughly 1 pixel every 2 milleseconds.
Its all very interesting and complicated
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Ok, theres probably a few ways to do this, but this is what i came up with-
You need to get the movement vector (or whatever its called, i forget). Which is basically the difference between your two positions.
for the X --> 45-1 = 44
for the Y --> 3-7 = -4
for the Z --> 62-4 = 58so we have this new vector (44, -4 , 58)
from this, we can draw some triangles and use trigonometry to work out the angles.see this image:
Please login to see this picture.
you should know that the TANGENT of an angle is equal to the OPPOSITE divided by the ADJACENT.
so tan(x) = 4/44
and tan(y) = 4/58this means that x = tan^-1 (-4/44)
y = tan^-1 (-4/58)(tan^-1 means inverse of tan, most maths calculators can do this. so can MMF2)
finally x = -1.72644 degrees
y = -1.30971 degreesI hope this helped. And i hope I got it right...
The theory is sound (I HOPE) even if i messed up somewhere. You simply get the angle in the XY dimension, then the angle in the YZ dimension. Both require the use of trig. However, if your in MMF2 you can probably use some extension that lets you get the angle between two points (however its just doing the exact same math as i just showed). -
Quote from variant
I understand you are new to this, let me just tell you what you are trying to accomplish is to build a complex piece of software that should only be attempted by one who has at least minimal C++ knowledge. However, I feel that you deserve a chance to try to be sucessful, so I made something for you Please login to see this link.. Good luck.
-Variant
why does everyone on here talk about c++ when a new memeber tried to create something "large scale"?
I say good on gamezgalaxy for making this program. And I'm sure he'll only get better from here on. -
Hi there,
I was wondering if anyone knows of any extension or functionality in MMF2 that can analyse frequency/volume of audio that is played live through a mic.
Basically, i'm wondering if its possible to plug in a microphone, and have the program react to sounds that the mic picks up, so i can kind of make a live interactive program that perhaps displays different sounds when certain frequencys/volumes occur?
And if this is possible, could i plug in 2 mics so i could do some stereo visualization stuff?
I doubt its possible. but i thought i'd ask anyway.
Thanks for your time -
MOAR! This looks awesome Mathias
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its not really a bug... but i agree it should tell you that it won't select the object
i know tonnes of people including myself who have had this problem when making online stuff -
it definitely functioned! Although lets be honest its essentially exactly the same thing
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Your probably right redron, why can't we just have a working shader? Atom's example is just showing that the shader works only for zooming IN, which was my problem in the first post. Zooming is pretty useless if you can only zoom in.
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going to a big ol' party
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usually with software development i like to take the inital release estimate, then add 1 year.
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does this one still have UDP disabled? And whats gonna happen with poinc?
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It should work with multiple connection because you are using containers (each one unique?)
However, presumably you could store all that kind of stuff in an array.
My question is, when will Poinc be updated so we can use it with lacewing? I went to work on some stuff just now, picked up the new lacewing beta - but its incompatible with poinc
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3. Active object, list, and button
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long live lacewing
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Hi there,
I'm essentially trying to make a Dead Reckoning engine (a movement tracking system for online use), but for now im just simulating this offline by having a moving character (which uses 0 gravity 360degrees spaceship/asteroids style movement) and having a "ghost" that follows the ship, but the ghost only gets updates on the original ship's x,y positions, x,y movement vectors, his rotation speed etc. every x amount of milleseconds.
Basically i'm trying to make the ghost roughly follow the ship (delay is expected). It is possible to make educated geusses as to how the original ship would have moved, given a 2 sets of x/y pos and x/y vectors (speed and direction) information. I've tried to illustrate the problem better in the image below. The arrows represent the vectors.
Please login to see this picture.
Basically, I'm uncertain of how best to construct the curve (bezier curve?), and how to tie in acceleration/changes in speed into the curve.My apologies if i have explained this badly. Its quite complex!
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How much is it going to change? :O And why do you need to re-write it?
Also, I'm thinking, im going to have a user login by joining a channel with the name "name | password", have the server check the name and password before letting them join, if its correct it then sets their name to simple "name", and sends the player all the account info (such as what they have in their inventory, class etc. etc.) How would i do this?
> def connectionAccepted(self, welcome):
>> if checkLogin == True:
>>> self.setName('name')
>> else:
>>> self.disconnect('BadLogin')> def checkLogin(self, name):
>> login = name.value.split(|)
>> ?????Is that the right kind of thing? I'm a bit lost on the exact syntax and stuff.
Many thanksEDIT - the forum removed all my lovely nesting
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Thats a genius idea! That would certainly get round the bugs of using a shader, although the math for zooming+displacing objects i remember taking me a day or so, but that was years ago..
Thanks, i'm going to give it a try. but it would be alot better if we could get a working zoom shader at some point
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Hi there,
I'm having a bit of trouble getting any zoom shader to work. I want to make a simple zoom feature, that will zoom in and out of a layer with the mouse wheel. This should be done with a shader - as it doesn't mess with the positions of the objects.
I seem to remember getting it to work before, but i can't seem to work it out now! But I also remember there was a problem where sometimes sprites would have some crazy distortion put on them (is this to do with the 1 pixel border you are meant to use?)EDIT - I have found my old file where I have correctly made this - But there's still the problem that when objects pass below 0pixels (0,0 co-ords) even though my virtual height and width is set to -1 (infinite) the objects disappear, and it distorts them strangely before they finally go invisible... Anyone know if this can be fixed?
Any help would be appreciated.
Thanks,
Alex