[Papervision3D] Finally my mini game is done, thx for all!

Ryan Christensen ryan at blipbuzz.com
Sat Nov 3 01:21:47 PDT 2007


Yes that is possible.  I was trying to point out the overlap issue in the 
same scene that can happen if it was the situation you were in. Glad you 
solved it for your case!

Note sure how katopz did it exactly for sure.  Maybe he could elaborate.


RYAN CHRISTENSEN
MCSD C#.NET | MCSD C++ | MCAD.NET | Java
Bridgeware.com | eMarketinginc.com
drawk. llc.
design and programming services
ryan at drawk.com
480.612.4957
C# | Java | PHP
MS SQL | Oracle | mySQL

----- Original Message ----- 
From: "ralfisko" <rwrzesniewski at gmail.com>
To: <papervision3D at osflash.org>
Sent: Friday, November 02, 2007 8:56 PM
Subject: Re: [Papervision3D] Finally my mini game is done, thx for all!


>
> Hi Ryan,
>
> What I think Katopz is doing, is that he uses paralell scenes with shared
> camera. (Correct me if I'm wrong)
> One scene for the ground level and one for the upper level, where all the
> buildings and assets appear.
>
> This could be a mess when trying to implement ground level change with
> dynamic camera but in my case (ground level is const) works just fine. No
> overlapping - no problem 8)
>
> And I forgot to mention the game is reaaaaaly nice Katopz :) As for the 
> car
> movement I would implement it differently, but I also understand it would 
> be
> harder to play it and that is not the main reason for an adver-game like
> this :)
>
> Peace!
>
>
> Ryan Christensen wrote:
>>
>> Divide up the street or ground into more polys.  As your car passes over
>> the
>> plane, the plane is only one break so it just checks the center point for
>> overlap.  It correctly does its job as the center of your plane is the
>> collision check point.  You need to divide up the ground.  This comes 
>> into
>> play big time when doing car games in pv3d.  You have to keep things
>> divided
>> up more and also float above the ground further.
>>
>> If you note katopz looks like he solves this like has been mentioned
>> before
>> and that is lowering the street level down so that it causes less overlap
>> or
>> making more polys on these assets or the street to prevent overlap.
>>
>> Papervision uses the painter's algorithm and draws all items starting 
>> with
>> the back to the front, occasionally causing overlap when items are near
>> one
>> another.  So occasionally you have to do some ninja tricks like slightly
>> lowering the street level down or the assets up and keep the view enough
>> overhead that you can't see the levels. Or you can divide up your planes
>> on
>> your streets or levels below the assets taht float and on the car so that
>> there is less noticeable overlap.
>>
>> If you look at my sample I made when pv3d came out, I had this issue and
>> lowered the street.  In this view you can actually see the car way above
>> the
>> street.
>>
>> http://www.drawk.com/lab/papervision/nascar_research_stationary/ (mouse 
>> to
>> move, arrow keys to drive, I modified the Focus)
>>
>> the road is massive poygons so some still over lap here and the road is I
>> believe 100 below the car but in this version up enough to not see much
>> overlap and the distance above the street is perceived as not there from
>> that angle.
>>
>> http://www.drawk.com/lab/papervision/nascar_research_closer/
>>
>> btw.. Pretty sweet game  katopz!
>>
>>
>> RYAN CHRISTENSEN
>> MCSD C#.NET | MCSD C++ | MCAD.NET | Java
>> Bridgeware.com | eMarketinginc.com
>> drawk. llc.
>> design and programming services
>> ryan at drawk.com
>> 480.612.4957
>> C# | Java | PHP
>> MS SQL | Oracle | mySQL
>>
>> ----- Original Message ----- 
>> From: "ralfisko" <rwrzesniewski at gmail.com>
>> To: <papervision3D at osflash.org>
>> Sent: Friday, November 02, 2007 6:30 PM
>> Subject: Re: [Papervision3D] Finally my mini game is done, thx for all!
>>
>>
>>>
>>> Hi,
>>>
>>> I'm trying to achieve something similar, but with tiled background and
>>> stuff.
>>> The thing I fail to get is correct z-sorting. Collada model of a car
>>> flips
>>> depth with plane prepared for the street.
>>> The example of what I'm talking about is here:
>>> http://ralfisko.home.pl/test/
>>> Use numpad +/- to move the car in z-axis. Use + to see what happens.
>>> How did you manage to get proper results? Any tips you could give me on
>>> that?
>>>
>>> I'm thinking of paralell rendering streams right now. One for the plane
>>> with
>>> streets and one for the rest of the objects.
>>>
>>> Maybe someone else could help me?
>>>
>>> Regards
>>> Ralf
>>>
>>>
>>> katopz-2 wrote:
>>>>
>>>> Yeah! LOL it's online now with 2 versions day/night
>>>> you can find the link here (plz read hint 1st)
>>>>
>>>> http://sleepydesign.blogspot.com/2007/11/benz-c-class-game.html
>>>>
>>>> thx for all great comments, many thing fix something still remain
>>>> next game should be better lol
>>>>
>>>> and for return i'll (just 've time to) clean up and release many of
>>>> hello
>>>> world source code for all noobs! (like me lol)
>>>> really happy open source ;D
>>>>
>>>> katopz
>>>> http://www.sleepydesign.com/
>>>>
>>>> ___________________________________
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>>>>
>>>>
>>>
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>>
>>
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>
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