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Thread: P3D - a framework for 3D applications

  1. #141
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    schrodinger's Avatar
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    That's cool!

    If you need to hide some projected element you can also use the "blend coefficient"
    stored in alt. val. 38 of the texture (group. data),
    or if more instances of same texture exist,
    "scoping" that (alt. val 26 of group. data= fixed value of "parent" 3D object)
    that gets updated dynamically so can be changed during runtime

    But setting position far from viewpoint (farther than render_depth) is definitely a good solution
    it also saves the polygon from being projected

  2. #142
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    Bought it, very nice! On the 1.101 example, I notice the player gets stuck if walking close to a block and doesn't walk along-side it, and can even get stuck. This was the first thing I tried after running the mfa. Is there a way to have the player slide along the block when touching it and walking instead of getting stuck?

  3. #143
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    Thanks elvisish!
    Currently, with standard movements supplied with the engine - not.

    You can of course code your own movements for any object and implement a custom solution, if you're willing to try.
    I remember while working on movements that main issues were providing collisions that worked reliably with the additional Z-level among different planes
    (object colliding with multiple object at multiple heights at same time).

    But I agree with you wall-sliding would be nice
    since I'm close to release 1.2 update
    (with cool news -> one of them likely* being a noticeable speed boost due to various optimizations)
    I'll try to see if I can get something working along that line also!


    * it's quite noticeable (+8/10 fps) on the couple machines where it's been tried on,
    still not widely-tested though!

  4. #144
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    Thanks schrodinger! It looks great, I noticed a few fps drops when I get very close to objects, which is strange as usually frame drops happen when many objects are in view rather than one object up close, any ideas why?

  5. #145
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    Indeed this is odd! Drops should happen in "crowded" situations, as you say.
    Did this happen in one of the examples included?

    Could you point me at the example/situation (facing the south face of building xxxxx)
    so I can take a look and see if there's something specific,
    or does it happen "generally" with any 3D object you get close to?

    Btw - "few" drops, around 2-3 or more like 5-6?

    Thanks!

  6. #146
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    Hmm, it's hard to pinpoint whats making it jerk actually! There's some frame drops when I turn around on the default example, but I thought it was from being too close to an object but it seems to be random. I'm keen on seeing if you can solve the walk sticking problem with a custom movement!

  7. #147
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    Right - will be working on that soon

    Turning around is the most intensive operation, because many polygons enter viewfield in very short time
    (think at turning your head around vs. walking straight: turning your head you see completely different scenes in no time while walking straight few objects enter your viewfield more gradually)
    so yes - can cause some drops, depending on how "big" the new scene you look-to is!

    The odd thing about jerkyness is that is happens more intensely "first time" you see various polygons, than gets smoother.
    I'm testing a "preload" module for this - will "visit" the whole stage for you while loading the frame, hopefully getting rid of this first-visit lag.

  8. #148
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    Yes, I think you are correct, it is upon seeing new polygons for the first time, then it calms down once they've been "seen"!

    EDIT: Are these lines still relevent in version 1.101?

    >>> Set alterable value (69) of P3D_engine object to: ( X Right Frame - X Left Frame ) / 2.0 - MouseX( "Mouse object" )
    >>> Set alterable value (70) of P3D_engine object to: ( Y Bottom Frame - Y Top Frame ) / 2.0 - MouseY( "Mouse object" )
    I have a P3D and a 3D_P3D object, but no PSP_engine object.

  9. #149
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    Those lines inside the "advanced mouse lookaround" comment - right?

    P3D_engine object has the shape of P3D symbol (blue box with "P3D" logo and lizard)
    you can find it in the "projection" layer - top left corner
    it's very important because you can set various options from that object's alt. strings

    I couldn't directly include the code commented above because would have implied "forcing" users to install the mouse object extension
    so I left it as a "suggestion" for people willing to implement a nicer "mouse lookaround" feature.

    If you have questions let me know!

  10. #150
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    Oh, I understand why you had to include it in this way, I just can't find that object, the only objects I can see in main_frame that look like that are the two I mentioned, I can see them in the layer but not in the event editor?

    EDIT: SOrry, I can see them in the event list editor but not the event editor!

    Still having trouble finding alterable value 69 and 70 in the list of alterable values?

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