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Thread: [papervision] SPACE CUBES!

  1. #21
    Senior Member Sietjp's Avatar
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    It idnd't work for me, once it's loaded, i click 10 times and nothing happens. Vista flash v115

  2. #22
    Senior Member chriserrorplain's Avatar
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    hey Blink thats amazing, I was also thinking a wipeout style ship would be great. Will have to dig around to see how to control colladda animations but I'm sure it can't be too hard.

    Sietjp, I'm really sorry I don't know what is causing this occasionaly bug, I have only been able to replicate it once, and then once I refrshed the page it worked fine. I'm placing a eventListener on the stage for a Mouse Up, which then just calls a simple startGame function. I can't think what would be causing this.

    If don't reply for a few days on this thread it's just cos I'm off to Barcelona and I think my ladyfriend would not be best pleased if I use the hotel's PC to start checking my threads on FK

    Chris Error x

  3. #23
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    can you export collada from swift 3d?,- also can you even edit UV´s in swift3d?

  4. #24
    ism BlinkOk's Avatar
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    yes you can export to collada from swift3d.
    you can't "unwrap" from swift but in this case it's not necessary, it's just a planner projection.
    if you want to unwrap you can export to .3ds and unwrap in say ultimate unwrap
    i'll sort out the assest in the next couple days and mail them to chris. i figure he's gonna want a more organic space rock as well.
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  5. #25
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    that´s cool,- must be a newer feature the one with collada support. If you need something unwrapped for the models,- call me otherwise.
    I´ve never imagined swift3d beeing so powerfull- do you use it also for modeling - or do you sometimes switch to something different?

  6. #26
    ism BlinkOk's Avatar
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    i use it for everything. i should get something more powerful but it's just so easy to use and i'm way too lazy.
    thanks for the unwrap offer
    if you use max they have a plugin for it that should do all the vector/collada exporting if you need it. not sure about maya though
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  7. #27
    Senior Member chriserrorplain's Avatar
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    hi guys, I return from sunny Barcelona (if any of you Fkers are looking for somewhere to go on hols I couldn't recommend it enough.)

    Blink thanks for the 3D models you have sent me, I have some boring work to finish this morning but then my plan is to play with Space Cubes all afternoon.

    Will post new version with collada based models as soon as I can,

    Chris

  8. #28
    Senior Member chriserrorplain's Avatar
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    http://www.errorware.co.uk/experiments/spaceCubes/

    right....above link now has Collada space ship (non animated).

    The rocks are going to take a bit longer, as the collision detection (very basic) was based on the size primitive I was creating as opposed to what scale I am rendering a model at.

  9. #29
    ism BlinkOk's Avatar
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    looks good chris.
    EDIT: [ it would be nice if the ship "rolled" a bit when it turned (it would show off the 3d a bit more i think). ] just noticed you stated it was non-animated
    i also think the rotation increment is a bit big. sometimes i couldn't line up the rocks because i would end up aiming either side of them.
    Last edited by BlinkOk; 05-08-2008 at 05:46 AM.
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  10. #30
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    imo it needs some yaw or pitch while turning or accelerating- right now it could be as well a planar sprite.
    Maybe even like 1942 (game) somme loop or special move thingy that will show more of the 3d body.

  11. #31
    ism BlinkOk's Avatar
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    i think that's what chris means when he says "non animated"
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  12. #32
    Senior Member chriserrorplain's Avatar
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    nowt too exciting but have had time to today to quickly add a slight tilt to the ship as he flys around

    http://www.errorware.co.uk/experiments/spaceCubes/

    (collision with cubes is currently off so you can just fly around and around)

    render, I agree a 1942 style loop would be amazing I'll see what I can do.
    Chris

  13. #33
    Senior Member Alluvian's Avatar
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    The ship handles unintuitively right now.

    Accelerate to top speed, stop accelerating, turn sharply.

    The ship right now will change its movement vector as it rotates, even when not thrusting. For a space based game I would expect that ship to continue in the direction it was going before I turned. Basically some momentum.

    Right now you seem to be just calculating thrust speed, checking angle, and applying movement along that angle.

    Instead I think it would be more realistic to have the movement vectors separate from the direction of the vehicle, and just add any thrust of the vehicle to the movement vector. You can still incorporate a max speed, and dampening, but then you would get some drifting.

    Control is a 'taste' thing really. Space just feels like it needs some drift/momentum to me.

  14. #34
    Senior Member chriserrorplain's Avatar
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    I know you have all be enthralled by the on going development of SpaceCubes and it's PS3 beating 3D graphics...well...after another 20 minutes of tinkering around yesterday (I had to finally learn how to make an Ik chain thingy) I give you SnakeCubes!

    http://www.errorware.co.uk/experiments/pv/snakeCubes/

    UP to move LEFT / RIGHT to turn

    and yeah...thats all it does...not sure if anyone cares


    Chris Error x

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