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Messages - Tendon

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31
Add-Ons / Re: Better Brick Collision [KotaiCol]
« on: August 22, 2019, 09:59:41 PM »
looking at the code: can the TSStatic instance shapefile have a visual portion of the model as well? ive never seen this method to create static shapes before, and thats cool af if it doesnt require datablocks at all
TSStatic can have a visual portion.
If you do not provide one, Blockland will fill one in using whatever other layers are available, such as the collision layer.  I was actually taking steps to remove the visual portion, as it would really suck to turn rendering off on a brick and see the core underneath.
However that's not necessary anymore now that it doesn't even ghost the core to the client.

32
Add-Ons / Re: Better Brick Collision [KotaiCol]
« on: August 22, 2019, 06:56:15 PM »
Nope, not as far as i can tell.  No extra datablocks, no extra load time.  I tested plant speed by duping a truck load of 1x1 plates, i didnt see any difference in speed.  Its all server sided.

33
Add-Ons / Re: Better Brick Collision [KotaiCol]
« on: August 22, 2019, 05:24:55 PM »
I will fix that.  Completely forgot about fakekill.

Submitted update to glass.

34
Add-Ons / Better Brick Collision [KotaiCol]
« on: August 22, 2019, 03:42:41 PM »
This add-on puts server-sided static shapes inside of Blockland's default bricks.
The static shapes are created in a way where they have better collision than any bricks I know of.

There were some issues with lag at first.  But those are fixed now.
Here is a video, testing it with the magic carpet.

Download: https://blocklandglass.com/addons/addon.php?id=1151

Project Topic: https://forum.blockland.us/index.php?topic=324130.0

35
General Discussion / Re: Better Brick Collision Project [KotaiCol]
« on: August 22, 2019, 12:18:57 PM »
Yes.  Scaling affects collision. Scale 1 is normal, but vehicles such as the magic carpet can glitch through.  I use scale 0.5 as it improves collision.  Scale 0.2 does weird things to sliding forces like skis.

36
General Discussion / Re: Better Brick Collision Project [KotaiCol]
« on: August 22, 2019, 11:32:29 AM »
Phase 1 of KotaiCol is complete.  I have uploaded it to Blockland Glass.  I will make a topic on the Add-Ons board when it is approved.

If you would like to download a version with the .blend and production notes, you can find it here.


I will be busy irl for the next few weeks.

37
General Discussion / Re: Better Brick Collision Project [KotaiCol]
« on: August 21, 2019, 08:07:31 AM »
I figured out a way to use the static shapes for collision without ghosting them at all.  This means lag from rendered objects wont be an issue.

It may also mean that I dont need clients to download the extra files that they will never render. So no extra download time or extra datablocks. idk i havent tested that part yet.

I'm halfway through the ramps.

38
General Discussion / Re: Better Brick Collision Project [KotaiCol]
« on: August 16, 2019, 08:45:00 PM »
I won't make a version like that, but I will post the .blend when I'm done.


x3 Ramps & Low Crests are done.

39
Add-Ons / Re: [Vehicle] Blocko Dirt Bike
« on: August 15, 2019, 10:10:12 PM »
Nice job.  Turning while at speed is jerky, but you really got a 2 wheel dirtbike to work.  I'm impressed.
And that suspension looks sick.  It's a small detail but I love it.


r/n one of the leopard hosting links contains a zip within a zip.  nested addon.

40
General Discussion / Re: Better Brick Collision Project [KotaiCol]
« on: August 15, 2019, 09:20:23 AM »


Added multi-shape support & finished collision for the castle wall.

41
General Discussion / Re: Better Brick Collision Project [KotaiCol]
« on: August 14, 2019, 06:07:04 PM »
Realistically it wouldn't be too hard for me to modify Brick Tessellation to also create 2 collision boxes for each brick.
Hmmm...
Don't do it unless your second collision box is better than the original.  It's not two collision shapes that make this method work, it's that the second collision shape is literally impenetrable.


I did the collision for these green bricks:


The pine tree was a pain in the ass because of a glitch with blender.  Origin to Geometry was showing itself as setting the center to Bounds Center, when in reality it was stuck on Median Center for some reason.  Kept ending up with the cone part of the tree misaligned. >:(

Multiple shapes in one DTS doesn't give good collision with vehicles, so I need to write in multi-core support for that castle wall brick on the left.

42
General Discussion / Re: Thoughts on Shop Systems?
« on: August 13, 2019, 09:54:48 PM »
Resetting is good.  Everyone should start on even ground at the beginning of the game.
There are better ways of acquiring new items or tools, such as drops from mobs, hidden items, crafting, or prizes.

I think shops are great for consumables and cosmetics.  But permanent unlocks...  It doesn't feel great to start with a pistol, while your buddy here has his shiny new Ion Cannon strapped to his back.  One of those, how long do I have to wait before I can start having fun, sort of feelings.

43
General Discussion / Re: Better Brick Collision Project [KotaiCol]
« on: August 13, 2019, 09:41:23 PM »
I just tried vehicleblockers.  They are no better than brick collision.  Scaling them down doesn't have the same effect of improving the collision performance.

I have used vehicle blockers before, to keep a truck from rolling while it was in park.  Rotation does work on them, so they are useful to keep a vehicle still when it is on a hill.

They do not cause lag like static shapes.  Very similar to brick collision.
If you want to crash the game, put 22000 of them in one place and drop a vehicle on it. xP

44
General Discussion / Better Brick Collision Project [KotaiCol]
« on: August 13, 2019, 12:14:28 AM »
This project is dedicated to creating better collision for all default bricks.

I want to make the collision better so that I can make racing maps out of normal bricks and I don't have to worry as much about players getting stuck or driving through walls.

To do this, I am putting a static shape "core" inside of each brick just after it is planted.
The static shapes are scaled down to half of their original size, in my experience this gives the shape better collision.

The cores must be smaller than their bricks so that a player can hit the brick with a wrench or other tool without hitting the core.

I chose to inset the core by 0.1 units.
Insetting the core by 0.005 units will lead to most vehicles violently bouncing off of the brick.

There are some costs to using static shapes for bricks collision.  Most of these are related to lag.
   At ~5000 shapes my computer drops just below 60 fps.
   At ~11000 my computer sits at around 17 fps.

I have a method of reducing this lag.
If a client does not know that a static shape is in the scene, the client does not have to perform any calculations for it.
These cores are meant to halt high speed collisions.  During normal play, they do not need to be sent to the client.

I have two ways to stop the server from sending these cores to the client.
Option 1 is a glitch.  If I set the engine to always send the core to the client, then remove the core from the "list" of things to send to new clients, new clients will not receive the core.
It's a glitch, it's hacky, and it requires that clients rejoin the server every time a new map is loaded, or over 5000 new bricks are planted.
Option 2 is a DLL.  A hacked server must load a DLL which allows me to set the core to not be sent to any clients.  Specifically, the SelectiveGhosting DLL by Zeblote.

I am currently taking advantage of option 1 for my testing.
As for option 2, I do not believe the BlocklandLoader hack by port has been updated to the latest version of Blockland yet.
Ideally, the elements of SelectiveGhosting would be present in Blockland by default.  I made a post to this effect in Suggestions and Requests, but it hasn't received much attention and I have no way of knowing if Badspot even reads that board anymore. :x


Currently I have finished the collision for Bricks, Plates, and Rounds:


I intend to finish the rest of the default bricks(Special, Ramps, and Baseplates) before tackling the default brick Add-Ons:


As far as testing goes:
   The Jeep
      Seems to have an easier time rolling over these bricks.
      Turning towards a brick while driving at speed does not allow the jeep to go through the brick anymore.
      High speed collisions will now cause the jeep to bounce off or stop.
      It is still possible to get stuck in a brick.
      It is still possible to trigger a violent blowback.
   The Magic Carpet
      You can still get stuck.
      You can still get bounced back.
      But you can't get through.

45
Suggestions & Requests / Re: Selective Ghosting for Default Blockland
« on: August 09, 2019, 09:29:24 AM »
bump

I did some testing w/improving brick collision by putting a staticshape just inside the surface of the brick.
I've only tested it on the 1x12x5 brick, but so far it has performed very well.
However, at ~11,000 bricks I'm getting 17 fps.  Sooooo...

I now have it set up to clear the collision shapes from the "list of things to send to new clients", thus preventing the staticshapes from lagging the clients.
However a client must rejoin to fix their lag.  That's not ideal cause they will have to rejoin every 8k bricks or so to keep above 60fps.

Selective ghosting would allow me to fix this lag issue midgame without forcing clients to rejoin.

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