I’m finishing my day of coding now, and there is still time for a quick post here. I’ve commited the AudioManager with support for Sound Sources now, which are entities that can be attached to objects in the game to inherit their coordinates and render sounds relative to the Hero or the Camera. I didn’t finish this coordinate thing yet, but it can be done in a matter of 10 minutes. Also, I did a CollisionManager that uses a walkmesh to place the actors over it with an incredibly lesser computationally expensive algorithm compared to those using collision and physics engines. It is, again, based on Q-Gears code, thanks to them.
I’ve also uploaded some modifications Yoasakura did. He have created a “Slow Motion” debugging feature that can falsely decrease the game FPS and make everything run slower or faster than normal. It’s got to be useful!
Yoasakura have also created a new concept for the Sonetto core: that of Module Factories. It standarizes more the modules, making Sonetto a more “focused” engine. It is a bit restrictive in a way, but much more expansible in another point of view (that of RPGs). I won’t go into details here because my time is short. I hope to post more news soon!
Did you implement the new algorigthm in the Collision Manager?
You didn’t upload that one who doen’t work on my PC, right?
That werid bug still bugging me, how come it work when compiled on your PC and just stop working when compiled on mine? aren’t we using the same compilers and configurations?
I suspect it is due to my GCC version, it’s outdated, so which GCC version you got on your PC? (I’m using MinGW with GCC 3.4.5)
By: Yoasakura on October 1, 2008
at 1:37 pm
I downloaded the new code from the SVN, it is the same code, isn’t it? but now somehow it is working here. unfortunately, there is still alot of bugs, particularly when the character runs (or walks faster), it seems to get stuck in certain edges, among with other things…
Also, every mesh I modelled separately is not acessible even after I merged them in the modelling program, even though they are one mesh, it still detects that parts as “walls”, and does not allow the character to pass through, and also the inability to place the character wherever we want inside the walkmesh, for instance, if we use the Object->setPosition(), it breaks the walkmesh.
By: Yoasakura on October 1, 2008
at 2:21 pm
Yes, this is the same code as yours. I have only worked on the AudioManager, so I simply can’t understand why it wasn’t working on your PC at first. As I said, this is the same code as yours, so, no, I didn’t implement the new walkmesh algorithm yet. About the problem you’re having with the edges, did you mean vertices? If yes, that’s because this current algorithm doesn’t like crossing vertices, so when it finds one on your path it moves the actor “a little bit”, so that would work. But the fact is that even so it doesn’t work
I think I can try to implement today the new algorithm Akari sent me, but first I will write the function to unload sounds and the one to make them follow Ogre::Nodes. Don’t worry about CollisionManager problems, they’ll hopefully be gone when I implement the new one.
By: n2liquid on October 1, 2008
at 4:57 pm
Hi! I was surfing and found your blog post… nice! I love your blog.
Cheers! Sandra. R.
By: sandraraven on June 30, 2009
at 6:20 pm