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  • frankiezafe 17:49 on 2016-08-30 Permalink | Reply
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    Puzzle research for peel.

    In the process of searching a “why” 1, the idea of a messed up structure to reconstruct arose. As the other concepts in the game, it’s easy to understand visually, a bit more hard to describe programmatically. Indeed, once several segments will be connected, rotations will be constrained, and hierarchy tree (3d objects parenting) has to be rebuild.

    In these images, the player starts in the left state, and after rotating and connecting all the parts, he/she ends up in the right state. The images show something looking like a level, but i’m planning to add dynamically the next segments to generate the sensation of an endless puzzle.

    The puzzle starts at the bottom.



    Axis of liberty: each start joint (in fuschia) has 1 degree of freedom.


    Note: cluster (orange wireframe cubes) must be attached to connector or gap (for the 2 first ). Each cluster knows wich joints are presents in it. If a segment moves, the joints move with it, and potentially reach the next cluster.

    By building a slightly more complex structure and trying out joint rotation with connected segments, collision issues starts to show up!


    First try could be solved by shortenning a bit the segments:


    But these issues can not be quickly fixed:




    Enabling and disabling liberties is a crucial point in game mechanics, and will not be easy to calculate… At least, i don’t have the solution popping out right now.

  • frankiezafe 16:45 on 2016-08-26 Permalink | Reply
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    Gamepad addon for Ogre.

    First version of the code is ready:

    • detection of gamepad plugged / unplugged
    • all buttons & axis accessible
    • events on gamepads and on each axis and button
    • precise axis + delta of motion
    • precise axis + delta of motion
    • separated thread for data retrieval

    repo: https://bitbucket.org/frankiezafe/ogregamepad/


  • frankiezafe 19:09 on 2016-08-25 Permalink | Reply
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    Game controller wrapper.

    Just finished a nice piece of code to manage gamepads (and potentially joysticks) in an efficient and clean way.

    For start, you just ask Input manager to start a game controller


    To get the information out of the InputManager, you call:

    input::DataFrame input_frame;
    input::InputManager::getInputFrame( &input_frame );

    To detect change events (equivalent to button pressed), you have to declare the DataFrame as a class parameter. Each time you call getInputFrame, the events are rendered.

    To access events and input values, you have to read your input_frame. It contains a vector of GameControllerFrames. Each GameControllerFrame has an id, corresponding to the id you gave in openGameController( ID );

    A GameControllerFrame also contains several maps:

    • axis: a map of vector2d for 3 axis: left & right sticks + trigger.x (~LT) & trigger.y (~RT). Vectors are normalised and stabilised.
    • buttons: a map of boolean, true if the button is pressed
    • axis status: indicate if the axis is active, inactive, has just been activated or deactivated
    • button status: indicate if the button is active, inactive, has just been activated or deactivated

    activated and deactivated are there only for one update. After that the status becomes generally active or inactive.

    It is important to understand that these status depends on the frequency of InputManager::getInputFrame( &input_frame ). The previous data frame is stored in the local DataFrame, NOT in the InputManager. The idea is to make a clean data retrieval when needed, and not risking interruption during the main loop.

    The InputManager runs on its own thread and does not trigger events in the main application.

    The code is available in the example-gamepad.2.0 in bitbucket. See related issue.


  • frankiezafe 12:04 on 2016-08-24 Permalink | Reply
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    Shadows, at last!

    Due to some tiny errors in the shaders of the ShadowsV2 sample, it has been quite tricky to make PSSM shadows work in the example.

    Not sure yet how this will behave with transparency and skinned meshes + borders require a bit of blur, but cool for now!




  • frankiezafe 19:15 on 2016-08-23 Permalink | Reply
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    Bullet first steps.

    After reading the very basic bullet quick start pdf (and therfore really quick, indeed), bullet starts to animate objects.

    A remark: sphere basic prefabs in ogre3d has a default radius of 50!




  • frankiezafe 15:19 on 2016-08-23 Permalink | Reply
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    Puredata in Ogre3d, demo.

    Use example-libpd.2.0 and the OgrePD addon to reproduce the video. Info about how to setup are here.

    demo.pd  - -home-frankiezafe-forge.ogre-polymorph-engine-example-libpd.2.0-app-dist-media-pd_675

  • frankiezafe 11:21 on 2016-08-23 Permalink | Reply
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    Puredata addon for Ogre3d.

    The first version of the OgrePD addon is ready in bitbucket. It uses SDL and pulseaudio to send the sound to the sound card. A huge advantage of pulseaudio, compared to the standard alsa in pd, is that the sound card is not kidnapped by the application.

    An example will follow very soon.

  • frankiezafe 18:09 on 2016-08-20 Permalink | Reply
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    Game Controller access via SDL.

    Thanks to SDL, it has been very easy to access to the Xbox controller, even on linux. The empty example of the engine shows how to do that in ogre.
    https://bitbucket.org/frankiezafe/polymorph-engine/src/ > polymorph-engine / empty.2.0 / app / input /

    The sources also includes a FindSDL2.cmake, who makes integration in ogre’s cmakes much more natural.
    See ogre.0.2-setup.

  • frankiezafe 20:51 on 2016-08-19 Permalink | Reply
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    Open 2 big worksites: and #pd.

    Both of them are buggy, but for different reasons:

    • bullet: the addon dates from version 1.9, and a lot of things have changed in the way ogre is managing resources. A cleanup is started, but there are important classes declarations that needs to be reviewed.
    • libpd: the library is a marvellous to install, and the example-libpd worked after several minutes. The main issue here is to setup rtAudio in the proper way. The code provided in the library cpp example is not compiling. Require a closer look.
  • frankiezafe 17:53 on 2016-08-18 Permalink | Reply
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    First Ogre addon for OSC.

    Repository: https://bitbucket.org/frankiezafe/ogreosc

    It was a hell with OgreBullet addon. A part of the reason was that I didn’t get the way CMake is dealing with the compilation, installation and so on. The OgreOsc addon was a good way to get it.

    The addon doesn’t do a lot for now: it just contains a simple sender. Other classes will as soon as I need them.

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