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General Category => Anything Else => Topic started by: Drahsid on June 29, 2016, 02:51:07 PM

Title: Programming example thing
Post by: Drahsid on June 29, 2016, 02:51:07 PM
Hey there guys. Sorry I'm not super active, I've been working on something I think you guys might like (It's not this.)
But I put this together in a few hours and thought you guys might like it:
Check it out here. (http://gamejolt.com/games/thighmightbeanfps/161036)
Title: Re: Programming example thing
Post by: Drahsid on June 30, 2016, 02:15:55 AM
The file still seems to be processing, weird.
Title: Re: Programming example thing
Post by: Drahsid on June 30, 2016, 11:42:33 AM
Since it is still processing, I uploaded it here (https://drive.google.com/file/d/0B978T7fqxQ6aeVVqMzFFaS1yRkE/view?usp=sharing).
Title: Re: Programming example thing
Post by: Jay Doomed on June 30, 2016, 02:01:25 PM
Going to have to check into this when I get a moment. Already downloaded the file though I will get back to you on this. Seems cool whatever it might be.
Title: Re: Programming example thing
Post by: Duke64 on June 30, 2016, 06:04:55 PM
Its a game in the Unity engine very early development but still interesting. Would love to see what it forms into and also if you needed and level designing help at all or someone to make some levels. You can probably get in touch with me. Of course I would have to be interested in what it is so I can apply my love heheh :)
Title: Re: Programming example thing
Post by: Drahsid on June 30, 2016, 06:10:28 PM
Oh yeah. At the moment it's some simple gun mechanics (It actually shoots a procedurally interpolated bullet when you click, it's just not rendered.)
The more interesting part would be the physics I wrote for a ton of it.
The first example would be the bullets, which take gravity, wind resistance and air density into account.
The other part would be the procedural animation solver, which is super smooth. (Circle your mouse around super quickly, it's amusing.)
I'm currently working on a two-joint Inverse kinematic equation so I can add arms.
Title: Re: Programming example thing
Post by: Duke64 on June 30, 2016, 06:12:00 PM
The other part would be the procedural animation solver, which is super smooth. (Circle your mouse around super quickly, it's amusing.)

First thing I noticed was how smooth it was for the unity engine.
Title: Re: Programming example thing
Post by: Drahsid on June 30, 2016, 06:15:36 PM
The other part would be the procedural animation solver, which is super smooth. (Circle your mouse around super quickly, it's amusing.)

First thing I noticed was how smooth it was for the unity engine.

When I write code, I do it efficiency first, because I don't want to nuke the CPU.
I actually had some problems getting my math for the procedural animations to work
When I would write out the equation and solve it myself it would be perfect but in action it wasn't working.
My error was hilariously easy to fix, though. I completely over looked it. (It was updating a single value  ::))
I am quite satisfied with it though.
Title: Re: Programming example thing
Post by: Drahsid on July 01, 2016, 09:52:08 PM
https://gyazo.com/56267c47b9dcb4b8399a673590c24c6d
I might have underdone it on the damper right there.
Thought you guys might like that.
Anyways, I'll upload a new version soon.
Title: Re: Programming example thing
Post by: Drahsid on July 01, 2016, 10:58:08 PM
I uploaded the new version to the drive link and the GameJolt upload now works (and is up to date)
This update is a rework on how the gun(s) are handled, It improved organization, efficiency, and ease of use. I also tweaked all of the values in the procedural animations, fixed the ADS, I also added a better prototype gun mesh. I fixed the scale of the player and the gravity. I'll probably be adding the bullet rendering in the next update.
Title: Re: Programming example thing
Post by: Duke64 on July 01, 2016, 11:18:36 PM
I'm enjoying watching this great job man. Going to try this new build like I said before its going to be fun watching something form and grow step by step. Keep it up aye
Title: Re: Programming example thing
Post by: Drahsid on July 03, 2016, 05:58:12 PM
Just uploaded a small update which fixed the latency when turning while in ADS and sprinting. It also added some post processing filters.
Title: Re: Programming example thing
Post by: Drahsid on July 07, 2016, 10:44:36 PM
Almost done with bullet physics.
You can easily examine air resistance and velocity falloff here (https://gyazo.com/e2403d342a68b22b2466652fc2366c39).
You can easily examine velocity falloff and gravity here (https://gyazo.com/fbdd1a99f8de8c89c9cb1b16a8a6c1db).
The trails look good in third person, as seen here (https://gyazo.com/6c58a1e2beb6e745bc54870ac5c5229c).
I'll upload the build after a few tweaks.  8)
Title: Re: Programming example thing
Post by: Drahsid on July 08, 2016, 01:55:55 PM
I know you guys really want to try the new version out, and might be curious on why I haven't uploaded a build yet, so I'll shed some light on it:

Quote
Hey,
 
We recently fixed this issue in our mainline codebase. It is indeed occurring when you have both Lines and Trails in the same scene, and when those components share materials, such that the code would accidentally try to batch them together.
 
I'll check whether the fix has made it into 5.4, and if not, will make sure it gets backported as soon as possible.
 
Sorry for the inconvenience,
 
Richard

I was making the bullets look better and it started to render buggishly, so I made a bug report after confirming what caused the bug.
Title: Re: Programming example thing
Post by: Drahsid on July 08, 2016, 07:56:21 PM
On that note, I just transferred the project to my desktop and made a work around for the bug. I've done a lot of tweaking, I think it looks pretty good. Here are some gifs I took while tweaking:
https://gyazo.com/3c2584fdfb94375ea74b39af3bb0ed11
https://gyazo.com/6629be6e2b6dd3993461128720276b4a
https://gyazo.com/49279c706c49aecb4875d64a3312d523
https://gyazo.com/988f97ed18196cf89f0387d5c07a1eb4
https://gyazo.com/6f9be75b6b18bc0d6576e53c31f09269
Title: Re: Programming example thing
Post by: Drahsid on July 08, 2016, 11:50:03 PM
Just uploaded the new build.
Other than the bullet rendering, I added bullet sounds, bullet holes upon hit, and made small modifications to the bob and sway upon movement. I also changed the swing formula a ton and made the gun kick around while firing.
Title: Re: Programming example thing
Post by: Drahsid on July 10, 2016, 03:00:51 PM
Probably not. Especially not with assets (models, textures, sounds) sourced from the internet.
Title: Re: Programming example thing
Post by: Drahsid on July 13, 2016, 10:38:49 PM
Uploaded a small fix which fixed:
Title: Re: Programming example thing
Post by: Jay Doomed on July 14, 2016, 03:08:01 PM
Still hoping to check this out buddy I just need time. Keep it up though
Title: Re: Programming example thing
Post by: Drahsid on July 15, 2016, 02:00:41 PM
Small update that added gun kick (Back, left, right, forwards, etc. not only rotational now), added more to shoot at and fixed some visual bugs.
Title: Re: Programming example thing
Post by: Drahsid on July 16, 2016, 05:53:36 PM
Took me forever to figure out what was causing the bug, but the firerate now works properly and will not crash the game randomly. In this build I also modified a few formulas to look better, nothing else big.
Title: Re: Programming example thing
Post by: Rok on July 24, 2016, 01:23:27 AM
Pretty nice it ran decent on my pc and mine is not the best it is a sort of above average dell laptop. Its more average than above.
Title: Re: Programming example thing
Post by: Drahsid on August 02, 2016, 09:55:57 PM
You now have inverse kinematic arms which procedurally solve.
https://drive.google.com/open?id=0B978T7fqxQ6aeVVqMzFFaS1yRkE

Working on some better math for them.
Title: Re: Programming example thing
Post by: Duke64 on August 03, 2016, 06:44:23 PM
I been super busy lately like today I did 12 hours at work for example. Than on my free time you already know its my family time. With the little I have left I try to make maps, check on here, and relax and play a game before it starts over hehe. As soon as I get a moment I can check these updates out. So keep it up.
Title: Re: Programming example thing
Post by: Drahsid on September 25, 2016, 04:55:15 AM
This update is pretty big, mainly because I was offline and unable to upload many builds. (Probably about 100+ builds)
Anyways, the download load is here (https://drive.google.com/open?id=0B978T7fqxQ6aeVVqMzFFaS1yRkE).

Updates:
Network capabilities
I added a very simple LAN function which allows clients to connect. There is absolutely no replication, you only visualize another player. Very bugged.

Input
I reworked some of the input to be more efficient.

Physics
Well, this is quite large.
To begin, I've began to make the bullets more physically correct by making them always account for air density, geometric change. Bullets now penetrate surfaces and lose velocity based on the depth it travels. The bullets drop much less due to weighing 48 units, they rather drop due to atmospherics (Bullets now have proper weight and drop correctly).
Spring physics more efficient, smooth.
The player now drops correctly and doesn't nuke through the floor on slopes (Player velocity fixed).
Inverse Kinematics improved
Step cycle accurate to velocity change.
The player's movement direction can no longer be offset.
Gun swing improved
The gun tilts based on velocity more than it translates, this effect is much nicer.
Reworked gun breathing equation
Improved movement bob
Improved gun kick
Improved sprinting equation

Rendering
Fixed particle rendering issues
Particles are now a curve generated by 4 points rather than 2, this makes bullet drop look much nicer.
Fixed arm rendering issues
Custom rendering path
Shadows display properly
Bullet holes less buggy

Camera
The camera's rotation no longer snaps when you begin or stop moving, it rather interpolates with a weight spring for a more natural effect
The camera now bobs properly, in relation to the step cycle
Field of View movement equation modified to fit the gun's perceptive
ADS issues resolved
Camera rotation reacts to drag
Sky box depth corrected

And more things which I forgot.
Title: Re: Programming example thing
Post by: Drahsid on November 18, 2016, 02:17:31 PM
Thanks for the kind words. I haven't done much with this recently, as it really is just a tech demo which shows off some fancy math equations. You might be more interested in my Turok 2 remake project, which I am working on in UE4.
Title: Re: Programming example thing
Post by: Drahsid on November 18, 2016, 02:49:32 PM
Nope, I haven't made any builds for the public. I had been planning to start working on it for a while, but a couple weeks ago I began. I have worked on it for around 4 hours total and have the input, movement Bob, pistol firing and firestorm cannon firing functional. As of yet, I am trying to find somebody who is capable of making nice looking models for myself to use.
Title: Re: Programming example thing
Post by: Drahsid on November 18, 2016, 02:53:54 PM
Of course, I just want something to show first. I have plans on incorporating the comic's story moreso into the game.