Thread: Next Autocubic Project: first release...
Status: Alpha
Brought to you by:
cwalther
From: Andrea V. <and...@gm...> - 2008-10-07 16:16:57
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Hi to all, If someone is interested, I have posted in the wiki a first release of my Autocubic project using 3D patches. It's in a very early stage, but all the space is navigable. http://pipmak.sourceforge.net/wiki/index.php/Library_autocubic.lua Suggestions and critics are well accepted. Andrea |
From: Christian W. <cwa...@gm...> - 2008-10-12 10:09:58
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Andrea Viarengo wrote: > http://pipmak.sourceforge.net/wiki/index.php/Library_autocubic.lua Very cool! You continue to amaze me with what you manage to get out of Pipmak... (I do wonder, however, if you've already crossed the point beyond which it would have been less work to do this in a real 3D engine.) Random observations: - The "transparent walls" button causes a crash, this is fixed in r205. To make it work, I had to make these two additional changes: diff -ur ac20demo-original.pipmak/1/node.lua ac20demo.pipmak/1/node.lua --- ac20demo-original.pipmak/1/node.lua 2008-10-07 17:33:16 +0200 +++ ac20demo.pipmak/1/node.lua 2008-10-12 10:39:22 +0200 @@ -56,7 +56,7 @@ mapy=11 max_alpha=0.5 -wall_trasparent=false +--wall_trasparent=false --wall_trasparent=true show_grid=true diff -ur ac20demo-original.pipmak/2/node.lua ac20demo.pipmak/2/node.lua --- ac20demo-original.pipmak/2/node.lua 2008-09-30 12:11:12 +0200 +++ ac20demo.pipmak/2/node.lua 2008-10-12 10:04:21 +0200 @@ -76,6 +76,6 @@ over_handle:closeoverlay() pipmak.overlaynode(over_node) pipmak.dissolve(1,0) - pipmak.gotonode(autocubic.pano_node) + pipmak.gotonode(autocubic.pano_node, true) end } - The buttons panel does not stick to the top right corner when the window is resized, but stays at a fixed distance from the top left. Is this by design? If not, you can change it by replacing "absx = 0, absy = 0" by "relx = 1, rely = 0". Is there a reason why you're making that panel fill the whole (initial) window instead of just the size it needs? - The fog seems very strong. Would reducing that have any undesirable effects? - Some walls of the big double-H-shaped tower are invisible from within. Is that a bug in the code or just an omission in the model (does the inside and outside of every wall need to be specified separately)? - Along the southern border of the road area, a sidewalk edge is missing between road and grass (road and grass are at different heights, but without a step in between). While I'm at it, some comments about your Random Forest Generator, which is quite impressive as well (you didn't ask for criticism there, but you'll get it anyway): - Sometimes you have several trees at the same point, and because the depth sort isn't stable, changing the sun angle or fog level will bring one or the other to the foreground. - You can see the ceiling of the sky box because the top pixel row of each of the side images is slightly brightened (this is in autocubic too). Does your request to have it on the showcase page still stand? -Christian |
From: NigeC <nig...@gm...> - 2008-10-13 13:36:05
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I do wonder, however, if you've already crossed the point beyond which it would have been less work to do this in a real 3D engine I have to agree, but saying that the overall effect looks stunning, nice work.. An easy solution for the sky would be to limit the angle of view up, a human wouldn't natually look straight up anyway ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Next-Autocubic-Project%3A-first-release...-tp19861795p19955088.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2008-10-16 13:02:01
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Hi, Christian, > ....it would have been less work to do this in a real 3D engine. So, do you want that I switch to another engine? Well, I don't Known...I have to learn other tools, (and probably not so simple as Pipmak....) and I haven't all that time... I really spent few time to obtain something working.... (just one afternoon which I had little to do, to get the autocubic core working...) So, for the moment not, because I like the clearness and the semplicity of Pipmak, and, in the while, I can give my small contribution to the development. > > Random observations: > > - The "transparent walls" button causes a crash, this is fixed in r205. > To make it work, I had to make these two additional changes: > Well, thanks, the button "transparent walls" button come from old autocubic version, and I haven't do nothing to make it work... Fixed in the update. > > - The buttons panel does not stick to the top right corner when the > window is resized, but stays at a fixed distance from the top left. Is > this by design? If not, you can change it by replacing "absx = 0, absy = > 0" by "relx = 1, rely = 0". Is there a reason why you're making that > panel fill the whole (initial) window instead of just the size it needs? > I knew that problem, but I had not even thought of a solution .. I will try your fix. The reason was that when I wrote that piece of code (at time of MyHouse Virtual Tour) I didn't known all the possibility of Pipmak! Fixed in the update. > - The fog seems very strong. Would reducing that have any undesirable > effects? In the last demo there are a bug which draw fog twice... apart from this, it 's possible control fog with these vars: fog_dist_min = 4 -- start draw fog at this distance fog_dist_max = 11 -- end draw fog at this distance fog_level = 0.5 -- transparency of single layer fog_lum = 0.9 -- 0=black 1=white Fixed in the update. > > - Some walls of the big double-H-shaped tower are invisible from within. > Is that a bug in the code or just an omission in the model (does the > inside and outside of every wall need to be specified separately)? > Yes, it's true, this was a test, if you don't specify an inside texture (parameter "i") the walls disapear if you go inside... but it can useful if you create building which you know that you will not ever enter into In the update you cannot pass through the walls (but you still fly over using arrows...) I have update the map, and now you can go inside double-H tower, from the top there is a nice sight over all area!! The big problem of autocubic "engine" is the number of patches and the number of images...I'm trying several method to reduce this number... For example if I substitute getimage with newimage the elaboration time increases greatly....., I need newimage to cut windows and doors holes, these patches aren't cached by pipmak and consume time and memory.... now I have create a second image-cache managed from lua, to reuse that images and I get a nice speed up... > - Along the southern border of the road area, a sidewalk edge is missing > between road and grass (road and grass are at different heights, but > without a step in between). > Yes, yes... there are some missing parts... I have to completely change the way to create objects, because for the moment it's very hard create model.... I want to add the possibility to naming some part (for example an house) and relocate and re-orient as I want without the need to rewrite the model in another position.... I will put a complete description to how create models in the wiki, So everyone could create their own models and we could start an autocubic contest!!! > While I'm at it, some comments about your Random Forest Generator, which > is quite impressive as well (you didn't ask for criticism there, but > you'll get it anyway): > > - Sometimes you have several trees at the same point, and because the > depth sort isn't stable, changing the sun angle or fog level will bring > one or the other to the foreground. > Yes, it's true, the initial idea was to have only one tree for box, I have to modify it... > - You can see the ceiling of the sky box because the top pixel row of > each of the side images is slightly brightened (this is in autocubic too). > I will try to correct pictures! > Does your request to have it on the showcase page still stand? If you think that might be useful to demonstrate some features of pipmak, you can go forward, I will try to fix bugs.. Forest generator code is simplest than autocubic code... There are a bug in Pipmak 0.2.7 concerning overlay nodes.... I haven't test this with last r205, so probably it could be already resolved, but it seem a different case from calling gotonode after closeover... When you open the map using buttons in the upper right corner, and you move in the 3d space, your position (red point) in the map should change consequently (like a screen of a car navigator...) To do this in a first time, I closed and reopened the overlay, but this make Pipmak crash, so I try to create a message "update" to the overlay... the handler of the message simply do a gotonode(overlaynode) which reload the node but it crash the same... The strange thing is that this happen only running project using the zipped one file style, but if you uncompress file .pipmak and run it from a folder, all things run correctly.... This is only a Windows problem? Bye Andrea |
From: Christian W. <cwa...@gm...> - 2008-10-16 14:47:44
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Andrea Viarengo wrote: > So, do you want that I switch to another engine? Not at all - this is your project, your choice. In fact, seeing people use one's tools in ways one never imagined is a great experience for any developer and a significant part of my motivation. I was just wondering - with Pipmak you get some things for free that you'd have to implement yourself in a 3D engine (panorama navigation, ...) while for other things it's the other way around (depth sorting, fog, mipmapping, decent performance with large number of faces). I suspect that as you progress, you will encounter more and more of the latter points and less and less of the former. But if you're working on this with a "the journey is the reward" attitude (as I always do), it doesn't matter at all. > Fixed in the update. Looks great! >> Does your request to have it on the showcase page still stand? > > If you think that might be useful to demonstrate some features of pipmak, > you can go forward, I will try to fix bugs.. > Forest generator code is simplest than autocubic code... OK, will do! > There are a bug in Pipmak 0.2.7 concerning overlay nodes.... > I haven't test this with last r205, so probably it could be already resolved, > but it seem a different case from calling gotonode after closeover... > > When you open the map using buttons in the upper right corner, > and you move in the 3d space, your position (red point) > in the map should change consequently (like a screen of a car navigator...) > > To do this in a first time, I closed and reopened the overlay, but this make > Pipmak crash, so I try to create a message "update" to the overlay... > the handler of the message simply do a gotonode(overlaynode) which reload the > node but it crash the same... > > The strange thing is that this happen only running project using the > zipped one file style, but if you uncompress file .pipmak and run it from > a folder, all things run correctly.... > > This is only a Windows problem? I can reproduce this crash with Pipmak 0.2.7 (both with zipped and unzipped project), but haven't seen it with my current development version, so it might be fixed. Let me know if you still see it on r205 (or 206, once that is committed). -Christian |
From: NigeC <nig...@gm...> - 2008-10-17 11:29:42
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I've tried pano's in a 3D engine and its not that easy, Pipmak does a lot better job visual and control wise.. if your interested here's my attempt using Awakening scripted in lua, its a short demo. the big grumble was scary big file sizes as it used DDS textures and no real directional control on re entry, but we came up with inventory and daliog and control in about 2 weeks, realtime 3D is easy to do, atho the demo doesn't have any in a cubic room http://www.nigecstudios.co.uk/awakening/skull.zip its also playable online under windows.. it does require a browser plugin http://www.nigecstudios.co.uk/index.php?pid=5 ----- http://nigecstudios.co.uk NigeC Studios -- View this message in context: http://www.nabble.com/Next-Autocubic-Project%3A-first-release...-tp19861795p20031280.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Aidan G. <wgs...@ih...> - 2008-10-29 00:39:19
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Very nice! Keep going. Could you please add an explanation of what the buttons in the top right corner do? I could only figure out the one with the X on it (which is pretty obvious ;) ). Andrea Viarengo wrote: > Hi to all, > > If someone is interested, I have posted in the wiki a first release of > my Autocubic project using 3D patches. > > It's in a very early stage, but all the space is navigable. > > http://pipmak.sourceforge.net/wiki/index.php/Library_autocubic.lua > > Suggestions and critics are well accepted. |
From: Andrea V. <and...@gm...> - 2008-10-30 07:57:38
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Aidan Gauland <wgsilkie <at> ihug.co.nz> writes: > > Very nice! Keep going. > Thanks!! > Could you please add an explanation of what the > buttons in the top right corner do? Well, I would like to add more esplanations and tutorials to create models into the wiki, but time is always too short....!! However, starting from right to left: first one: quit application, is usefull when you play at full screen. second one: show/hide map (attention to NOTE in the wiki, about a bug) third one: reload model map, it seems that does nothing, but if you modify models in the file map/demo.lua, you will see the changes only after you press this button. fourth one: make walls transparent, I use it to see if hidden surface algorithm works correctly...but in the demo I'm not implemented yet (there was in the old version 0.0.8), so you always see the hidden walls... Now I'm working to the models definition that will change completely, because, now is quite impossible to create models....when I will finish, I put a guide into the wiki, so everyone could create their own easily. After this I would like to modify model structure to permit creation of simple objects (because now there are nothing into the rooms...) like furniture, table, shelf, and so on. Bye. -Andrea |