Scripts / More fun with quaternions

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AmenMoses
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Posted: 23rd Jun 2017 14:21



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AmenMoses
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Posted: 23rd Jun 2017 15:00
If anything it looks better from a distance:

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GraPhiX
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Posted: 23rd Jun 2017 15:27
well done Amenmoses that's awesome
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Posted: 23rd Jun 2017 18:30
It's all about the code - brilliant .

Cheers.
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Posted: 23rd Jun 2017 18:49
Actually found a bug, which I've now fixed:

I bet no one can see what I fixed!



This works really well with 'random' levels, the algorithm that generates the 'random' level appears to avoid steep sided hills which means every part of the map can be driven over with this 'all-terrain' monster.

Going to work on the waypoint following code next, then put turrets on it, then add collision detection and obstacle avoidance and ... any suggestions?
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Pirate Myke
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Posted: 23rd Jun 2017 19:56
So nice. Great work.
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Posted: 23rd Jun 2017 20:18
Sorry for the potentially stupid question, but what are quaternions?
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Posted: 23rd Jun 2017 20:57
Nicely done, AmenMoses.
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GraPhiX
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Posted: 23rd Jun 2017 21:12
Quote: "I bet no one can see what I fixed! "


Was it the tyres sinking into the ground
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Posted: 23rd Jun 2017 21:14
Hi AmenMoses, great work as always. Was it the way the wheels react with the terrain? They seem less jerky, there angle changes and don't fall through the terrain.

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Posted: 23rd Jun 2017 21:17
@GraPhiX, lol you was thinking the same thing.
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AmenMoses
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Posted: 23rd Jun 2017 21:33
Q1, quaternions are the magical incantations used to manipulate angles when dealing with 3d engines, GG doesn't have a built in set of commands for using them (that I know of at least) so I wrote my own library which I have been showcasing in various ways. (Google them if you want a serious headache )

Q2. The left hand wheels were tilting in the same direction as the right hand ones when they should have been doing opposite things, i.e. my pretend suspension looked a bit dodgy!

Waypoint following:



Still needs a bit of work smoothing out the turns.
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AmenMoses
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Posted: 23rd Jun 2017 21:52
Here is a brief summary of how the script works.

1) Starting with the current x,z of the vehicle body calculate the terrain height under each wheel.
2) Work out for each axle the angle needed to make the wheels sit on the terrain. (i.e. Roll)
3) Work out the front/back angle (Pitch) needed to sit the back and front wheels on the terrain.
4) Average out all these angles to work out the orientation of the vehicle wrt to the terrain.
5) For each wheel work out the position relative to the axle that it needs to be positioned to touch the terrain, if the wheel exceeds a certain maximum vertical distance from the axle then use that in the calc instead.
6) Work out the tilt of the wheel relative to the axle to simulate the suspension.
7) Work out the turning angle of the wheel wrt to the axle.
8) Work out the rotation angle of the wheel from the speed.
9) Finally position all the wheels and the vehicle using the calculated position.

Then

10) Work out where we need to head for next, i.e. work out the angle needed to point in the direction of the next waypoint.
11) Turn the vehicle in that direction ready for the next frame.

Rinse and repeat until the end of the route is reached.

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DVader
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Posted: 23rd Jun 2017 22:13
I see you have said what the issue was now, but I was going to ask does it work in all directions? I tried this some time ago with the van from the City pack but it always rotated correctly one way but would be the reverse of what I wanted in the opposite direction. I had to use a couple of hidden boxes on the front/back left right to get ground height. I must admit I'm never keen on coding this sort of thing. Couldn't think of an easy way to do jumps, or just plain falling ;p

Very nice work as well!
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AmenMoses
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Posted: 23rd Jun 2017 22:29
Smoothed out the turns:



@DVader: This is an extension of firstly the helicopter scripts, secondly the train/vehicle scripts I'm doing for PMs rail/road pack and lastly the gun turrets. All use quaternions to control angular changes, you simply cannot do this sort of thing with Euler angles alone, at least not smoothly and in all directions. Luckily you don't need to understand how quaternions work to actually use them.

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granada
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Posted: 23rd Jun 2017 23:17
Great stuff,my head hurts .

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Posted: 24th Jun 2017 03:34
What Dave said! Amazing work as always!
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AmenMoses
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Posted: 24th Jun 2017 12:27
Now with extra decoration and continuous route following: (i.e. when it arrives at the end of a route go to the beginning, I will replace this with more complex behaviour later)



Next will be moving scanners and gun turret.
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Posted: 24th Jun 2017 14:50 Edited at: 24th Jun 2017 14:52
Subtle change, gun turret rotation code so it targets the player and scanner rotation added.



Notice the pattern here, I set myself a few targets to achieve then work on them one at a time until I am happy with the result then test it out before moving on to the next target.

One problem you encounter in game coding is that it is relatively easy, for example, to come up with the math to target the player but computers act instantly so if you look closely in the video as the vehicle rotates the guns are instantly pointed to the player, real life doesn't work like that. IRL there would be a delay between detecting the target angles have changed and driving motors to react to the change, this means you have to make the math less accurate somehow so my next target is to fiddle with the rotation to add a bit of 'fuzzy' logic before moving on to the gun pitch logic and adding the firing code.

As part of the next step I need to add logic to check if the player is visible (simply pinch the code from my gun turrets script) and if not make the guns drift off aim, the longer the player is not visible the more they should drift off, then when the player becomes visible (and is within a certain targeting distance) then have them come back on aim over a couple of seconds, that way when I add the firing code the player isn't instantly killed!
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AmenMoses
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Posted: 24th Jun 2017 19:08
Gun pitch sorted and first attempt at a bit of 'fuzzy' logic, looks like I may have taken it too far though, soon find out when I add some 'bullets' to the mix.

Oh and they are in 'wander' mode, which they do if no waypoints can be found.


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Posted: 24th Jun 2017 19:21
Awesome.
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Posted: 24th Jun 2017 20:35
Hey PM, see now why I said it doesn't matter how many parts make up the models? As longs as the as the parts themselves are low poly there is very little performance hit putting them together using Lua scripts, I'm getting a solid 60 FPS with 3 quite complex vehicles.

If someone could make the model parts I reckon I could do a Mario Kart style game in GG.
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synchromesh
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Posted: 24th Jun 2017 23:43 Edited at: 24th Jun 2017 23:43
Incredible ... I envy your skills.
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Posted: 24th Jun 2017 23:45 Edited at: 24th Jun 2017 23:46
Awsome work going to test your skills soon

also send me some images of the Mario karts you are interested in
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Posted: 25th Jun 2017 01:42
I see. I will reconfigure the train parts to work with this.
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AmenMoses
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Posted: 25th Jun 2017 12:53
Another idea; Whacky Racers (If you're not old enough to remember them go find them on pootube). Each modeller designs their own weird and wonderful vehicle body based on a bunch of pre-defined chassis models. Then we need a set of different wheel styles and a script module that puts them together, sort of a modular vehicle making kit.

If Lee ever get's around to fixing the multiplayer stuff then it should be possible to create a fun multiplayer race game.

As for karts, a simple chassis and a wheel is all that is needed to start off with,

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AmenMoses
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Posted: 25th Jun 2017 13:10 Edited at: 25th Jun 2017 13:16
Something like this (obviously with the wheels separate)

https://3dwarehouse.sketchup.com/model/35f9ded3d5cb11c588cf40718544e7cc/Go-Kart
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Posted: 25th Jun 2017 14:39 Edited at: 25th Jun 2017 15:35
Hmm mario cart lol looking good m8 very impressive "goes off to make up some buggey parts"

HonkeyBuggy? ROFL

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AmenMoses
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Posted: 25th Jun 2017 15:32
As I suspected the targeting logic is a bit too 'fuzzy':

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Posted: 25th Jun 2017 15:40 Edited at: 25th Jun 2017 16:39
Looks cool tho maybe you could increse the fire rate so they spray bullets? or maybe even rockets as they have aoe?

and here you go m8 "The Honkeybuggy" lol



3 models 1 complete buggy, 1 seperate wheels and 1 seperate body with pivot points both .x and .obj included for you to play about with
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GraPhiX
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Posted: 25th Jun 2017 19:12
Nice Honkeyboy

I will throw something together tomorrow, never done a vehicle yet almost got my legs ready for you Amenmoses
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Posted: 25th Jun 2017 20:31
Quote: ""The Honkeybuggy""


LOL, I love it!
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Posted: 25th Jun 2017 21:50 Edited at: 25th Jun 2017 22:57
@Honkyboy; Just need one wheel, to give you some idea of how poor my modelling skills are I can't even work out how to delete the other three!


Here it is using the same wheel I used for the monster truck thing:


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Posted: 26th Jun 2017 00:26 Edited at: 26th Jun 2017 15:29
Oh ok 1 wheel np will have it done in the morning for you
Edit : Single wheel attached totally loving the wacky races idea! wander if you could automate 8 cars with some kind of crazy betting system that'd be funny
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Posted: 26th Jun 2017 15:58 Edited at: 26th Jun 2017 16:03
Moose V1.0 just need to sort my textures oh and find a nuclear reactor to power him LOL

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Honkeyboy
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Posted: 26th Jun 2017 16:24 Edited at: 26th Jun 2017 19:24
Looking nice Graphix, impo though i would probebly make the legs thicker and maybe add a simple midrif to raise the height a little so as the man you have with it could physically stand inside? just my opinion though its looking cool so far tho m8
Was thinking about Amen Moses's wacky races idea and thought that the buggy i did was a little to wasteland ish so had a bash today and here's the neally finished more cartoony styled Honkeybuggy mk2 now including all the proper modern weapons rofl



and here in GG showing the chassis, seperate wheel and static buggy all files included



and the new one comming up "the honkeyhammer" rofl with its twin rocket propelled hammer weapon can make the hammer seperate if you wanted to script it was you thinking of these being player buggies or did you want me to try to put characters in them?

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AmenMoses
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Posted: 26th Jun 2017 20:39
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Honkeyboy
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Posted: 26th Jun 2017 21:21
ROFL brilliant! "Amen Moses's wackiest races" more cars! more contrapted weapons! massive clapping hands? lol
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Posted: 26th Jun 2017 21:56
LOL well done guys, looks really good

@Honkeyboy thank you yes I was thinking of making a bigger one that you can get into but the original Moose was VR controlled if Amenmoses can script him to walk I will attempt to make a VR helmet and Hud to control Mr Moose
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Posted: 27th Jun 2017 04:20
Wow! Very Cool.
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Posted: 27th Jun 2017 20:06
Attached zip file with a simple fpm file and hopefully all the bits it needs to work.

The buggy .x file has been altered to move the centre of rotation to the back axle at wheel height for obvious reasons if you think about it for a bit.

The buggy may take a while to get moving properly as unless you add some waypoints it just picks a random location to whizz off to and if that is behind it it will take a while to turn around.
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Posted: 27th Jun 2017 20:11 Edited at: 27th Jun 2017 20:12
Thank you for this its brilliant

I will upload my legs tomorrow
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Posted: 27th Jun 2017 20:44 Edited at: 27th Jun 2017 20:48
Just in case the .x model bit wasn't clear here is a picture of what I meant.

The Y axis and X axis go through the centre of the rear axle, if you think about it with front wheels steering the vehicle rotation point has to be there to make it look natural. With the 8 wheel monster truck thingy the rotation is through the centre of the vehicle chassis as I made it all wheel steering as it looked better like that.

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Posted: 27th Jun 2017 21:02
Wow AmenMoses, i have now words. fantastic.
All you have to do now is do your magic with your script and attach the player / camera view to the buggy and there you have it, the feeling of a player driving a car or buggy or truck .

Again thanks for all your a amazing ideas and scripts.


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Posted: 27th Jun 2017 21:37
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Posted: 28th Jun 2017 04:45
Thank you.
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Posted: 28th Jun 2017 13:28
@Amenmoses, would you please mind giving this a try I have uploaded all models, the toes are not animated I had to reduce the polys quite a bit, there is legs, Knee and body in separate models I have also included the full (Static) model too here is a vid on how to assemble its a little fiddly to line up

I have a comment that maybe the legs need more girth if you can make him walk I will upsize the legs

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Posted: 28th Jun 2017 13:49
I just realised something I think the legs need to be separate
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Posted: 28th Jun 2017 14:10
Here are the separate legs just extract them to the Moose folder
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