@Spike
So movetype 12 is movetype_follow?
Ya, I'm about to abandon MOVETYPE_SIXDOF, and just go with a flag, FL_SIXDOF.
Is there an open flag that's not being used by something else?
There are 32 flags total right, it'a a 32bit int?
Writing code for rotating bbox seems to be more work than it's worth.
Ya, I think Descent1and2 just used spheres for collisions.
It's probably best to just use a cube bbox, and put the eyes the same distance above the origin as the gun is below the origin.
A cube acting pretty much the same as a sphere, equal on all sides.
A cube is one of the set number of bbox sizes that can correctly collide with the world, I hope?
At the moment I assume the player bbox mins/maxs to be hard-coded in the engine, can qc mods change this?
Can qc mods only change the skin of a player, but not the model?
I still haven't tried this in multiplayer, I don't know how the models show up at various orientations.
I know it places the model at 1/3 the view pitch angle, that would have to be changed for sixdof.
@Baker
I felt like that when trying to follow the math on rotation matrices!
I'm not sure if my method is the same as rotation matrices.
An overview of what I did:
-convert view angles to orientation vectors
-rotate around each of the 3 orientation vectors, 1 by 1.
-convert the new orientation vectors to view angles
-store the new view angles for next time (rather than store new orientation vectors and making sure they are orthogonal to eachother)
Each rotation is based upon a new orientation from the previous rotation, so it's going to be slightly off, but with small time slices, not by alot.
(it won't be off at all when just rotating 1 axis)
I'm not really sure how Descent does it, if it somehow does each rotation simultaneously, but I believe it always stores the orientation as vectors.
I was thinking about a flying cycle powerup, so you can run and jump around, or hop on a flying cycle and perform 6dof maneuvers!
The FL_SIXDOF flag would be set when you have the powerup, and provide a way to drop the power up to go back to run and jump.
Like Q2 had the flag model attached to a player, perhaps a bike model could be attached to the player.
Like the 6dof game Forsaken (there is a PC version)
Forsaken Screenshots for PlayStation - MobyGames
Forsaken Screenshots for PlayStation - MobyGames
Apparently Forsaken's source code is also out: Forsaken Video Game
So movetype 12 is movetype_follow?
Ya, I'm about to abandon MOVETYPE_SIXDOF, and just go with a flag, FL_SIXDOF.
Is there an open flag that's not being used by something else?
There are 32 flags total right, it'a a 32bit int?
Writing code for rotating bbox seems to be more work than it's worth.
Ya, I think Descent1and2 just used spheres for collisions.
It's probably best to just use a cube bbox, and put the eyes the same distance above the origin as the gun is below the origin.
A cube acting pretty much the same as a sphere, equal on all sides.
A cube is one of the set number of bbox sizes that can correctly collide with the world, I hope?
At the moment I assume the player bbox mins/maxs to be hard-coded in the engine, can qc mods change this?
Can qc mods only change the skin of a player, but not the model?
I still haven't tried this in multiplayer, I don't know how the models show up at various orientations.
I know it places the model at 1/3 the view pitch angle, that would have to be changed for sixdof.
@Baker
I felt like that when trying to follow the math on rotation matrices!
I'm not sure if my method is the same as rotation matrices.
An overview of what I did:
-convert view angles to orientation vectors
-rotate around each of the 3 orientation vectors, 1 by 1.
-convert the new orientation vectors to view angles
-store the new view angles for next time (rather than store new orientation vectors and making sure they are orthogonal to eachother)
Each rotation is based upon a new orientation from the previous rotation, so it's going to be slightly off, but with small time slices, not by alot.
(it won't be off at all when just rotating 1 axis)
I'm not really sure how Descent does it, if it somehow does each rotation simultaneously, but I believe it always stores the orientation as vectors.
I was thinking about a flying cycle powerup, so you can run and jump around, or hop on a flying cycle and perform 6dof maneuvers!
The FL_SIXDOF flag would be set when you have the powerup, and provide a way to drop the power up to go back to run and jump.
Like Q2 had the flag model attached to a player, perhaps a bike model could be attached to the player.
Like the 6dof game Forsaken (there is a PC version)
Forsaken Screenshots for PlayStation - MobyGames
Forsaken Screenshots for PlayStation - MobyGames
Apparently Forsaken's source code is also out: Forsaken Video Game
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