Just a random question:
How does the collision work?
- Longor1996
Just a random question:
How does the collision work?
The collision is the worst written part of the code at the moment as I never had done collisions before and wanted to figure out what to put into the game before making it correctly I now have a pretty good idea so it’s something I’ll fix somewhere down the line.
The collision detection at the moment checks if the camera wants to move into a block (all block shapes have the same bounding box at the moment), if not it allows the move, and otherwise it checks if it is one of the new coordinates that limits it by combining the previous position with two of the new coordinates, if so it only moves the player in two dimensions. If it cannot move in two dimensions either it checks one dimension, and if it cannot move the player in one dimension either it doesn’t move.
The downsides at the moment is that there are lots of tests, ergo lots of places where something could go wrong, and if you move quick enough you can potentially walk through blocks, as it only checks if you are inside them. and not if you passed through one.
It’s quite ugly but it seems to work so I’m not going to touch it until I want to add some new functionality that demands it.
Mike
EDIT: The world is reset after having moved it to a new server. The new server is dedicated for State of Fortune and State of Profit (once I put that over), has an SSD, 4 times the ram, 16 times the cpu power and a quicker internet access, so should be good for quite some time
EDIT 2: You can now also level a lot of land at once by dragging an area instead of doing each tile individually
Sorry for bumping but one of you guys built a very nice lake house and used walls for something I hadn’t thought of (thin pillars), I love it when people do things in your game that you hadn’t thought of but that turns out nice
http://stateoffortune.com/pictures/screenshots/lakehouse.png
Mike
That would be me. But I hadn’t roof’d it yet, I don’t know who put that on.
Ah, nicely done
There is an annoying blinking going on when someone else builds something, I’ll fix that
Mike
With two “people” looking at it, nice! The missus is currently learning Blender and making some player models, will take some time before they are implemented though but it is nice to be able to leave that to her so I can focus on the programming part
The blinking should be fixed now.
Mike
Maybe be able to have names over people’s heads for the time being? I would really like to be able to identify people somehow. Maybe even a chat system?
Whoever keeps on adding to my house: please stop ;_;
Yup, need both of them quickly, I’ll grab it from state of profit soon, really need to communicate I noticed.
But I built a very nice path to the bridge! You mean-o!
Mike
lucky bastard
Yup, she is way more artistic than I am and it’s looking good so far.
The game now has a website and a log in system (pretty much just copied the one from state of profit). I’ll now be able to store where you logged out, add a chat and show people’s names over their heads.
Mike
I tryed to register on the website and it seems like it worked.
But when i try to login, it just says “Incorrect username or password!”.
Seems like a Bug to me.
PS: I tryed to register as ‘Longor1996’.
Fixed it, you can now re-register
Thanks!
Mike
Nice bug I’ll fix it, thanks!
It’s really fun to build things with 5-6 people at once, lots of chaos as we can’t talk to each other and everyone just builds what they think it should be like
Mike
thats my house in the back left
Ah, I saw you build it and added the stone path so it was connected to the rest of the buildings
I fixed the god ray issue and added so you now can see who is who above their “ball”. I’ll add chat tomorrow or Tuesday as that is very needed when you play together.
Mike
Hi,
i found a bug (again)!
If you press ESC and enable the ‘High quality Ground’, all Nametags turn into white bars.
Picture:
http://www.abload.de/img/stateoffortune_bug1o5ui0.png
I think it this is because you forgot to set the alpha-blending to the right mode.
Thanks, fixed it I had forgotten to register the class which arranges the player name textures so the textures didn’t get recreated correctly when reinitializing.
Mike