playing with your code (working on a game) and having trouble

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DarkPikachu

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Dec 4, 2014, 2:17:31 AM12/4/14
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Hello there, I just wated to announce I'm working on a Nexuiz clone using Robo as a base.

I've already majorly updated the game to be extensible with enemies and pickups (weapons and ammo) and have updated the viewing to also view vertically.
(I've added RoboBaddieTwo which is twice as hard to kill and gives you twice the points when killed)
^ I have yet to add a second weapon, but the system should support it (with no way to change weapons) :P
I'm still working on extendable players and levels as this stuff was tightly integrated into the game's core.

collisions are also a catastrophe and can't do stuff like hills and ramps.

I get the point Robo is only an example and is not expected to be good, so by rights I can't complain.


I'm an experienced pygame developer, though my experience only goes as far as rigged and weighted models.
(I havn't gotten to the point of animations and collisions yet, but that doesn't rule out logic from teaching me them)
^ I'm more likely gonna program the animations rather than keyframe them, which will allow for more accurate collision testing. (I have no experience here)

for info on my experience, see my thread, which the images displayed are from a scrapped version of my program.
I'm moving away from SDL because it's bad, though one last shot at something won't hurt :)
(I'm moving to GLFW because it's like SDL with the freedom of freeglut (video resize for example) and is just as portable)

and yes, I'm the guy who reported the pygame.init() issue and fix :P


so anyways, the trouble I'm having here is the vertical viewing...
I'm not sure how to transform the gun appropriately...
it rotates with me just fine when turning, but when looking up or down it goes wierd.
and yes, the bullets still fire straight.

I hope you (or anyone else) don't mind me asking for a hand here?
(it's for this reason I'm doing this, I want experience)

to see my source, I'm actively developing it here.
you can download my current revision and run it via BAT on Windows.
(linux doesn't have a launcher trick I know of to load relative files)


hopefully this'll help spring development back up on this :)
(I won't call it the best as I have yet to see anything regarding bones and weights on meshes, but it's decent for providing a good modifiable scene-graph that performs decently)
half of the performance bamf goes to python... the other half, I havn't looked into it, but from the simplicity, 
I can guess this thing uses OpenGL's Fixed Function Pipeline, which is CPU-based (slow) and is deprecated.
(this is another reason my program is scrapped on my thread, everything is FFP, not GLES like what's currently supported)

anyways, again, hope my game helps :)
and thanks to anyone for any return help ;)

RB[0]

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Dec 4, 2014, 12:28:16 PM12/4/14
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Hey man! Nice to see someone using this!
I am not sure what the issue is - but I will try to look into it this weekend after work - we'll see. Poke me if I forget... :P

I am not sure if I will pick this back up, but if I do it will absolutely be a complete rewrite, as we abandoned it kind of when we hit a wall.
We were trying to add animations, using joints and such, as you are describing, but we kept running into issues, which kind of sucks.
We also were very new to OpenGL, so we took the easiest to program approach, which as you said is the fixed pipeline - some of it was optimized to use more advanced stuff, but that is generally the exception not the rule.

As far as Robo - yes that was done by one of the other programmers in a couple days as an example.
If you would like to see a more complete example, this is our team entry to pyweek a few years back (wow it's been 5 years?!?!):

I don't recall if it had vertical shifting or not, will have to look.

Anyway, as far as your issue is concerned, my first thought would be that perhaps you have the gun positioned from it's center, which can work for rotating side to side, but vertical will cause it to slant. Otherwise, as I said, I will try to look at it this weekend.

It makes me feel good people are still using this. I am actively considering creating an mmo-style game, but haven't gotten there yet, and pyggel would need to be remade from the ground up - probably around ogre or panda3d to utilize their optimizations with our ease of use structure.
As a tip, for the collisions and for animations, look at PyODE.
The last idea we had for animations was to create a skeleton obj, with points for each object (I think we support named obj parts, can't recall now though), and then create each body part separately which are pieced together and using ode to constrain them and move them and what not. That would also allow your body-part perfect collision checking system.

Cheers,
RB[0]/Ajax
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