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Author Topic: Hurtle: the ballistic RTS (physics RTS game)  (Read 63291 times)
nicolas
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« Reply #40 on: March 10, 2010, 04:24:41 PM »

Didn't work on the project the last few days as I had some other things to do.

I've toyed around with TV3D on another system though, and found 2 things:

-this laptop is sloooowwww. Where the other system would get 150 FPS in certain scenes, this laptop gets...7

-TV3D works on a triplehead2go system. That resulted in a TV3D scene shown over 3 projectors (3072*768 resolution) on a screen of more than 6 meters wide.  Cool Shocked
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asia
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« Reply #41 on: March 17, 2010, 06:24:01 AM »

This time the merit belongs to triplehead2go not to TV3d. By the way I use it with the desktop “extention” on 3 monitors. I have some problem like the following:

The FOV is only 30 degree otherwise the effect is much worst…
The effect is worst as you look down or up...
I tried to adjust the camera with SetCustomProjection with no much success.
What do you think?
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Fabio Musmeci
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nicolas
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« Reply #42 on: March 17, 2010, 08:49:56 AM »

What's your screen resolution?

What's your TVcamera FOV angle?

What is your physical monitor layout?

Our setup has 3 projectors covering in total 60°. I've set the camera to 60° and it looks nice.

It's normal to have poles not straight if you're not using isometric projection.  That's perspective for you. Just look at this HL1 screenshot:

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asia
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« Reply #43 on: March 17, 2010, 10:04:39 AM »

 Cool

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Fabio Musmeci
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ZaPPZion
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« Reply #44 on: March 17, 2010, 12:22:10 PM »

if your fov is 60 degrees with a ratio of 4:1, your horizontal fov is 240 degrees, of course that looks odd, i've never been able to see that much Tongue
Even teh 30 degrees with 4:1 gives you 120 degrees, which still is quite a lot, i'd go for a 90-100 degree horizontal fov, so 25 fov in the engine max. It's the vertical fov you're setting (iirc)
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asia
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« Reply #45 on: March 18, 2010, 03:19:39 AM »

OK, you are right!
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Fabio Musmeci
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ZaPPZion
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« Reply #46 on: March 18, 2010, 04:02:15 AM »

New screenshot ? Smiley
Glad it works
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asia
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« Reply #47 on: March 18, 2010, 05:11:04 AM »

For your information this is the Catania airport (Sicily-Italy). The Etna (Vulcano) is in the background...

« Last Edit: March 18, 2010, 07:37:26 AM by asia » Logged

Fabio Musmeci
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ZaPPZion
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« Reply #48 on: March 18, 2010, 11:28:05 AM »

very nice Smiley
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nicolas
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« Reply #49 on: March 18, 2010, 11:33:18 AM »

if your fov is 60 degrees with a ratio of 4:1, your horizontal fov is 240 degrees, of course that looks odd, i've never been able to see that much Tongue
Even teh 30 degrees with 4:1 gives you 120 degrees, which still is quite a lot, i'd go for a 90-100 degree horizontal fov, so 25 fov in the engine max. It's the vertical fov you're setting (iirc)

While your explanation sounds very logical, when I experimented with it I set 60° on a 3072 * 768 (4:1) it didn't look like I was seeing more than 180°... I think the FOV setting is the horizontal FOV?
« Last Edit: March 18, 2010, 11:38:44 AM by nicolas » Logged
ZaPPZion
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« Reply #50 on: March 18, 2010, 04:02:15 PM »

Just looked at the directx docs, when creating a perspective matrix in directx, you specify it as follows:

public static Matrix PerspectiveFovLH (
    float fieldOfViewY,
    float aspectRatio,
    float znearPlane,
    float zfarPlane
)

So FoV is the vertical one. Of course the devs of TV could have changed it, but doesn't seem logical to me Smiley
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nicolas
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« Reply #51 on: March 19, 2010, 04:45:56 AM »

From looking at that, it should be the vertical one indeed, but still I certainly did not get a 240° FOV from 60°FOV set at 4:1 display.

Do I have to set the screen ratio myself in TV3D or does it by default take the screen resolution ratio?
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nicolas
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« Reply #52 on: March 19, 2010, 04:46:41 AM »

And in the meantime, you dirty thread hijackers Wink, I have made a simple minimap and compass for Hurtle.
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nicolas
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« Reply #53 on: April 13, 2010, 03:05:35 AM »

I've implemented the first rough test of throwing stones with the catapult. It's very basic at the moment, but the principle works. Things get hit and tumble over. Cool Roll Eyes
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nicolas
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« Reply #54 on: May 15, 2010, 02:29:10 AM »

I'm extending the code of throwing stones with the catapults.

I use mouse picking to select a catapult. That way, I can find which actor (catapult) I've clicked.

However, I also need to find which physics object is linked to that actor. It should be an easy thing to do I guess, but I can't find the code...
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Mithrandir
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« Reply #55 on: May 15, 2010, 05:32:43 AM »

You can store the body ID as Tag (Atcor.SetTag) when creating the actor.

Alternatively you can derive your own class from Actor and add the body ID property.
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nicolas
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« Reply #56 on: May 15, 2010, 12:59:54 PM »

As far as I understand it, the physics body ID and its related 3D actor ID are not the same though? So I don't see how the first suggestion would work...

I can get the clicked actor's entityID. In fact, that's how I determine which actor has been clicked. But I don't know how to use that entityID to refer to the actor's physics object...
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Mithrandir
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« Reply #57 on: May 15, 2010, 07:17:06 PM »

As far as I understand it, the physics body ID and its related 3D actor ID are not the same though? So I don't see how the first suggestion would work...

Yes but upon creation you can set Actor.SetTag(BodyID) and after getting the actor id from mouse picking you can do: BodyID = Actor(AcotorID).GetTag
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nicolas
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« Reply #58 on: May 16, 2010, 01:36:27 PM »

That makes a lot of sense! I'll try it out when I find the time, and report back. Might take some time though.

But thanks for the input!
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nicolas
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« Reply #59 on: May 18, 2010, 12:51:14 AM »

I'm running into a problem trying to implement your solution...

I can set the actor's tag (a string) upon creation and can read the selected actor's tag when selecting it, no problem.

However, I don't know what and how I should write into the tag that makes it possible for me to get the physics object's bodyID from reading the tag...
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