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We are going multi-platform.....very slowly.
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Prime_8
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« Reply #585 on: December 02, 2011, 04:24:19 PM »

new ytube video

P3D Physics Ship test updatepowered by Aeva


download is in same link as last time .
watch video and see how early controls function .  Wink
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fog
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« Reply #586 on: December 02, 2011, 06:26:48 PM »

Great.  I'll give the vid a watch next.  I do like a good dev video diary.  Smiley

Can't believe I missed that "v" locks mouse control.  I wouldn't care, but the help screen pops up when it first runs and I read it  Tongue
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Prime_8
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« Reply #587 on: December 05, 2011, 02:32:35 PM »

lol.


got a bit more done



* turrets_n_beams_3.jpg (243.39 KB, 1366x768 - viewed 35 times.)

* turrets_n_beams_1.jpg (100.37 KB, 662x523 - viewed 37 times.)
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Prime_8
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« Reply #588 on: December 05, 2011, 02:37:40 PM »

added a brigter textures from the gun demo gun ,  and some red lines fixed to turret barols , to be sure it is tracking correctly


the auto aim is just fine .


* deckGUN_1.jpg (155.03 KB, 1073x569 - viewed 51 times.)
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« Reply #589 on: December 06, 2011, 05:59:39 PM »

Yes we approve of that.  The auto aiming looks cool.  will they be firing normal projectiles of can you get some form of laser weapon in there?
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Prime_8
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« Reply #590 on: December 06, 2011, 07:37:10 PM »

thae could do either.

if projectile it will just be 3d sprite / particles .


but i intend for beam weapons ...   just need to make the ver ajusting tool for beams wider than 1 px .

it's at a stage that older rigs cannot render this stuff , the shaders on the rocks require sm2 .
i will have a option to revert to non shader ..  soon.



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« Reply #591 on: December 07, 2011, 06:28:51 PM »

Sounds good.

I liked the water video....nice and simple while effective.....even if the mic makes it sounds like you're talking from inside a jet engine at times Smiley
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Prime_8
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« Reply #592 on: December 10, 2011, 12:41:05 PM »

lol, jet is actual the video card fan .. it's a interal mic .. i never hear it myself .

P3D physics controlled waypointspowered by Aeva



here the auto nav is in full control patroling 3 waypoints .      gun tracks it's target independantly
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« Reply #593 on: December 11, 2011, 10:32:06 AM »

Can this fluttering on the gun aiming not be solved with a simple Curvevalue or is it more complicated than that?
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Prime_8
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« Reply #594 on: December 11, 2011, 08:28:10 PM »

lol , problem is physics is any where from a 1 to 1.5 fps.. there is still a bug in physics ..
especialy on multi core .

the time syncs between threads .. especialy on multy core .. as nf tries to place the physics threads on a core alone .. lol
but the bug is some global / environment level ish pointers accidentaly shared between threads causing accidental tripping and re tripping of states ..

but the flutter ther is 99% pure maths.
that'd my fault .. slight over steer .. exactly same as auto helm on a big ship .. the adjustmen min step is too big .. so small bounces ,,

even is i apply normalized dot product inverted as a multiplier . ( approaches 0 , as you get closer to pointing at the target )
dot product is -1 to 1 , with 1 = dead on .. and -1 is dead away .

so i have to normalise and ^2 it for fine feather ajustments .. but still weare making steps in the 1/60th of a section time . lol

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Prime_8
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« Reply #595 on: December 17, 2011, 12:03:14 PM »

P3D Render target on a mesh as texturepowered by Aeva


P3D & render targets as textures, next comes render export to File ... ie PNG or such .

- then all the fun that can bring .. ie light map makers , normal map from shader makers.... , and simple texture pre multiplications


* rendertarget_1.jpg (107.97 KB, 724x468 - viewed 42 times.)
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« Reply #596 on: December 17, 2011, 07:48:49 PM »

Very cool again.  Render to texture or just simple drawing to textures is something I really want in AGK.  So many cool uses for it
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JDog053
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« Reply #597 on: December 17, 2011, 11:46:17 PM »

Very cool indeed! Cheesy
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Projects - Tile Engine/Editor, Platformer Game.
Prime_8
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« Reply #598 on: December 18, 2011, 06:18:27 PM »

cheers guys ..

it is render to textures..

but you can draw on textures to 1 pixel at a time... not very fast ..
it is actulay faster to draw on a win immage .. save and refresh / reload teh texture..

but
SetViewportTransparent(handle, transparent=1, depth=0)
GetViewportTransparent(handle, depth=0)
LoadCubeTexture(Strict texName$, flags=0)
LoadVolumeTexture(Strict texName$, flags=0)
MakeTexture(width, height, flags=0)
ReadTexturePixel(handle, x, y)
WriteTexturePixel(handle, x, y, clr)
ReadTexturePixelsToPtr(handle, ptr, x=0, y=0, width=-1, height=-1)
WriteTexturePixelsFromPtr(handle, ptr, x=0, y=0, width=-1, height=-1)
ReadTexturePixelsToBank(handle, bank, x=0, y=0, width=-1, height=-1, offset=0)
WriteTexturePixelsFromBank(handle, bank, x=0, y=0, width=-1, height=-1, offset=0)

you can work on teh data in banks or ptr very fast and write it back in  1 go very fast ..



i have render Vram texture back out to any format ( png selected by default ) ... but it will try to convert on the fly bassed on extension ..
final rende ris slow as it is pixel to pixel ..

later letting me export maps and all sorts...


* P3Ds_2nd_render_1.png (51.95 KB, 640x480 - viewed 37 times.)
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« Reply #599 on: December 18, 2011, 09:02:30 PM »

That's an impressive set of commands there. 

I looked and write access to images is on the AGK todo list so hopefully we will see it soon as I can use that stuff a lot.  One day I might even be able to finish mono  Tongue ...shame the controls would probably suck on a mobile version.
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