The WIP Thread

If it's not ZDoom, it goes here.
Gez
 
 
Posts: 17635
Joined: Fri Jul 06, 2007 3:22 pm

Re: The WIP Thread

Post by Gez »

I can't imagine performances would be good if the entire house is a model.
User avatar
ZZYZX
 
 
Posts: 1379
Joined: Sun Oct 14, 2012 1:43 am
Discord: ZZYZX#1394
Github ID: jewalky
Location: Ukraine

Re: The WIP Thread

Post by ZZYZX »

Give me a house that is a model, even simple one works :D I'll test and optimize then.
It took me few hours to find this bridge model. I was trying to find some piece of architecture that is:
1) not at turbosquid
2) not worth $$$
3) easily conversible to md3 (made of one texture)

Current version (http://www.mediafire.com/file/p99e18dtx ... lision.pk3) is a bit better than in the video (or than previously posted). Player can properly move on the bridge.
However, it certain situations he can still noclip through (easiest: run against a corner, or crouch, go below the bridge, and uncrouch) and "moving up" is not implemented yet (nor "moving down").

I, also, wouldn't hope for it to be easy. I can already say that for example hitscans would require manual reimplementing to be aware of this system. Monster AI... not sure, actually. Being a simple "walk at the player, then turn around if stuck" it might support models transparently with a bit of A_Chase hacking. Or not.
User avatar
Jaxxoon R
Posts: 772
Joined: Sun May 04, 2014 7:22 pm

Re: The WIP Thread

Post by Jaxxoon R »

Threw together a house md3:
https://drive.google.com/open?id=1wSn89 ... mFkGQUawyt

No idea how you did this. It's really very fascinating though. Are those particles spawned at the vertices just for debugging or do they have anything to do with the actual collisions checks?
User avatar
Major Cooke
Posts: 8059
Joined: Sun Jan 28, 2007 3:55 pm

Re: The WIP Thread

Post by Major Cooke »

Man, that's insanely awesome ZZYZX. So is that a WIP boilerplate code on getting the vertices, or is this still under heavy refinement?
User avatar
AFADoomer
Posts: 1241
Joined: Tue Jul 15, 2003 4:18 pm

Re: The WIP Thread

Post by AFADoomer »

ZZYZX wrote:Give me a house that is a model, even simple one works :D I'll test and optimize then.
It took me few hours to find this bridge model. I was trying to find some piece of architecture that is:
1) not at turbosquid
2) not worth $$$
3) easily conversible to md3 (made of one texture)

Current version (http://www.mediafire.com/file/p99e18dtx ... lision.pk3) is a bit better than in the video (or than previously posted). Player can properly move on the bridge.
However, it certain situations he can still noclip through (easiest: run against a corner, or crouch, go below the bridge, and uncrouch) and "moving up" is not implemented yet (nor "moving down").

I, also, wouldn't hope for it to be easy. I can already say that for example hitscans would require manual reimplementing to be aware of this system. Monster AI... not sure, actually. Being a simple "walk at the player, then turn around if stuck" it might support models transparently with a bit of A_Chase hacking. Or not.
So, the core of this is that you basically implemented an .md3 parser in ZScript? That is completely awesome! (even if slightly insane :D)

A side effect of this may also be that, with some tweaking, we will also be able to use model tags, which was never implemented in GZDoom's .md3 implementation (basically, you can attach a model to another model at a certain point, and have the attached model move in sync with the attachment point - how Q3 weapons are attached to player models, for example).
User avatar
ZZYZX
 
 
Posts: 1379
Joined: Sun Oct 14, 2012 1:43 am
Discord: ZZYZX#1394
Github ID: jewalky
Location: Ukraine

Re: The WIP Thread

Post by ZZYZX »

Jaxxoon R wrote:No idea how you did this. It's really very fascinating though. Are those particles spawned at the vertices just for debugging or do they have anything to do with the actual collisions checks?
I was testing that my code rotates/scales/translates the model as expected. They are purely visual.
Jaxxoon R wrote:Threw together a house md3:
https://drive.google.com/open?id=1wSn89 ... mFkGQUawyt
It's seven megabytes o_O (forgot to trim excessive frames in Blender?)
Takes few seconds to load, but then works just fine, lol. Except corner bugs (literally, two triangles making up a corner results in really weird handling).
PK3 updated to look at it. http://www.mediafire.com/file/p99e18dtx ... lision.pk3
AFADoomer wrote:So, the core of this is that you basically implemented an .md3 parser in ZScript?
Yes.
AFADoomer wrote:A side effect of this may also be that, with some tweaking, we will also be able to use model tags, which was never implemented in GZDoom's .md3 implementation (basically, you can attach a model to another model at a certain point, and have the attached model move in sync with the attachment point - how Q3 weapons are attached to player models, for example).
ZZYZX wrote:Note that disregarding the result of this particular work, it can already be used with MD3 tags to add animated effect anchors to models, for example, by the same mechanism as the white dots in the video
Also: currently box<->triangle collision is heavily broken there. I discovered it after trying to rotate the bridge :(
Apparently triangle collision always returns true, and it was working with bounding boxes all this time :roll:
Major Cooke wrote:Man, that's insanely awesome ZZYZX. So is that a WIP boilerplate code on getting the vertices, or is this still under heavy refinement?
Vertices work. What doesn't work is collision itself. There is one bug and two things that are just not done yet.
Last edited by ZZYZX on Sun Dec 17, 2017 3:33 am, edited 1 time in total.
User avatar
Rachael
Admin
Posts: 12891
Joined: Tue Jan 13, 2004 1:31 pm
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle

Re: The WIP Thread

Post by Rachael »

ZZYZX - once again you amaze us with your insane genius. This is awesome work. :)
User avatar
ZZYZX
 
 
Posts: 1379
Joined: Sun Oct 14, 2012 1:43 am
Discord: ZZYZX#1394
Github ID: jewalky
Location: Ukraine

Re: The WIP Thread

Post by ZZYZX »

Honestly, would be way better if we had someone who actually understands basic 3D physics sim. My code currently consists of hacks, more hacks, and gross hacks.
For example take a look at 3D triangle->box intersection test https://hastebin.com/ilovucuyen.cpp
Which is, basically, 3 2D triangle->rect intersection tests because 2D is way easier to code.

It's not insane genius, just no one else apparently wants it to be done enough (just like it was with portals, which were just another combination of hacks and more hacks, and only doing 50% of the job got Graf interested in it).
User avatar
Nash
 
 
Posts: 17283
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: The WIP Thread

Post by Nash »

ZZYZX wrote:I recently learned that Graf actually implemented direct lump data access, so using ZScript properly here (that is, for implementing features formerly thought to require being implemented in the engine).
Still under development, player movement not yet implemented (player can already walk on it, but sliding along polygons is heavily broken; this is however a problem not with the approach, but with my knowledge of physics and physics simulation, asked for help with maths at Discord, still WIP :roll: )

White dots are debug output.

Note that disregarding the result of this particular work, it can already be used with MD3 tags to add animated effect anchors to models, for example, by the same mechanism as the white dots in the video :)

@ZZYZX - why not implement this stuff natively into the engine?

Also it's not that no one is interested (I am interested AS FUCK) but nobody has the technical know-how?
User avatar
ZZYZX
 
 
Posts: 1379
Joined: Sun Oct 14, 2012 1:43 am
Discord: ZZYZX#1394
Github ID: jewalky
Location: Ukraine

Re: The WIP Thread

Post by ZZYZX »

Nash wrote:@ZZYZX - why not implement this stuff natively into the engine?
There are a lot of reasons.
First, I'm not in the right mood to create yet another partially-unimplemented branch that will go on and be 1500 commits behind gzdoom/master like it was with portals, then get abandoned until someone wants to continue.
Second, I don't think my code or algorithms used are production quality, and I really like the idea of giving ZScript as much control as possible, so that people can slightly edit it if they need.
Honestly the only reason to put this in the engine that I can see is hitscans. And only because Graf still hadn't exported Trace to ZScript (or he had? I don't know, I know that few months ago it wasn't there).
Nash wrote:Also it's not that no one is interested (I am interested AS FUCK) but nobody has the technical know-how?
Pretty sure there are a lot of people who understand it better than I do. Example: Gutawer, dpJudas. Not sure about Graf. Plus there are a lot of obscure modders who've been achieving even crazier things (walking on polyobjects, getting carried by polyobjects) before there even was ZScript.
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Discord: Zanieon#3177
Twitch ID: Zanieon
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support
Location: Somewhere in the future

Re: The WIP Thread

Post by Zanieon »

Finished Visor's ability, it will crush all his foes making them taste the floor as giblets, the Gravity Hammer:
User avatar
Kinsie
Posts: 7297
Joined: Fri Oct 22, 2004 9:22 am
Discord: Find Me...
Twitch ID: thekinsie
Location: MAP33

Re: The WIP Thread

Post by Kinsie »

Image
User avatar
Angel-Neko_X
Posts: 156
Joined: Thu Oct 31, 2013 3:14 pm
Discord: Audom_Moy#1094
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia (Modern GZDoom)
Location: France, Ile de France

Re: The WIP Thread

Post by Angel-Neko_X »

Ladies and Gentlemen, the Sequel of UACSecretFiles.wad
Spoiler:
User avatar
Captain J
 
 
Posts: 16771
Joined: Tue Oct 02, 2012 2:20 am
Discord: DiscussJ#3128
Location: A Year old Pizza Box

Re: The WIP Thread

Post by Captain J »

Kinsie wrote:Image
Aesthetically G r i m d a r k
User avatar
ibm5155
Posts: 1268
Joined: Wed Jul 20, 2011 4:24 pm

Re: The WIP Thread

Post by ibm5155 »


Hell, I still need to make 400 more rooms to finish the TC ;--;

Return to “Off-Topic”