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Thread: Yo dawg, I herd you like Garry's Mod...

  1. #11
    Wirererer adadr's Avatar
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    Default Re: You dawg, I herd you like Garry's Mod...

    well i have done some 3d things in EGP but you have to hand code all of the projection things which makes it rather difficult

  2. #12
    goluch
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    Default Re: You dawg, I herd you like Garry's Mod...

    I'm trying to learn 3d projection so i can build it into egp2 but i dont have the mental capacity and i cant find a code/formula thats free and useful.
    Plus EGP is not a replacement for GPU. GPU is for the really advanced and awesome projects like this (in my opinion) EGP is for showing data.

    Back on topic:
    OMG WOW. Dude i bow before you. Gmod in Gmod the dream that until today was a faint glimmer.

    +REP
    Last edited by goluch; 03-07-2010 at 11:12 PM.

  3. #13
    Developer Matte's Avatar
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    Default Re: Yo dawg, I herd you like Garry's Mod...

    Thanks for all the positive replies, guys!

    Quote Originally Posted by feha View Post
    HAX!!!

    I just do not belive you. Not even one of the wireteam devs can do that. Not using e2 (or anything else we currently got acces to). It just is not possible :S. Ok it is, but... come on! You even had rangers (saw how you fell a bit when walking off the platform) hitting the ground dmnit!

    I want to give brith to your childrens! Wait, I am a male, its not possible. Well get some childrens and let me eat them instead!

    I got to try doing a fps engine myself o_O. I will fail dably though. I guess I will get as far as to draw 1 polygon, then I wont know how to do the rest.


    Why did you not use egp though?

    EDIT: Really like the debugging of keys and such you got top-left though.
    The EGP doesn't support 3D rendering yet, as far as I know.

    Quote Originally Posted by turck3 View Post
    Heh niiiiice, Shouldn't it be 'yo dawg' in the title though? :P

    As for your mesh glitch... I'm only guessing here... but I'd say it could have something to do with not seeing the center of the disappearing regions. I forget where exactly I've seen this before in gmod, but I have; if you can't see the middle of something like this, it can disappear. I'd recommend trying to convert those elements of the ground into smaller objects as you get closer, ones whose center's you'll see and allow for an acceptable margin of error based on efficiency. Of course... it could work completely differently in GPU... I have no idea.
    Actually - Upon reviewing the video - I'd say that the center of the 'props' or whatever they are, are off screen; that's probably your problem.

    Good luck with this, hope to see some dead nazis on there soon :P
    That might be it, although, if I place the camera further away from the meshes, they don't disappear even though I can't see the middle. (Might just be my eyes being bad, though)
    Normally in 3D rendering, you set the Z range when defining the projection matrix, along with FOV and aspectratio (very much like this), and the ZNEAR and ZFAR options looks very much like such options. It doesn't make any impact, though. It just screws up the FOV, and when I adjust the FOV to look normal, the meshes still glitch. I'll take a look later today.
    Last edited by Matte; 03-08-2010 at 06:03 AM.
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  4. #14
    Wire Sofaking Fizyk's Avatar
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    Default Re: Yo dawg, I herd you like Garry's Mod...

    Whoah, now this is really SOMETHING.

    Really awesome, congrats!

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  5. #15
    No u Divran's Avatar
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    Default Re: Yo dawg, I herd you like Garry's Mod...

    o.O
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  6. #16
    Developer Matte's Avatar
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    Default Re: Yo dawg, I herd you like Garry's Mod...

    Quote Originally Posted by Fizyk View Post
    Whoah, now this is really SOMETHING.

    Really awesome, congrats!
    Thanks. Still noone knows how to solve the mesh issue? If anyone of you are on the irc, could you please redirect BP to this thread. If anyone knows anything, it would be him.

    Also, it should run quite a lot smoother once I clean up the code. This was just a proof-of-concept kinda thing. I will probably take some time to design the architecture of this before I go any further.

    Again, thanks for all the positive replies, guys. It's really encouraging
    "If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
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  7. #17
    I think I think too much -HP-'s Avatar
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    Default Re: Yo dawg, I herd you like Garry's Mod...

    holy guacamole

  8. #18
    Official Bastard of Wire Jat Goodwin's Avatar
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    Default Re: Yo dawg, I herd you like Garry's Mod...

    meh, i've seen better :3
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  9. #19
    That furred thing Black Phoenix's Avatar
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    Default Re: Yo dawg, I herd you like Garry's Mod...

    It culls faces if they come too close to camera, and have great chance of them being rendered really really invalid. The current problem is that if one of vertices goes behind the camera, it's gonna end up somewhere in infinity (or near there), which would probably stretch it all over the screen.

    There are three solutions, which both you and me can implement:
    1) Denser terrain with more triangles - obvious problem here, too slow
    2) Setting up really weird camera (it has to be located FAR behind it's "eye" spot, and it has to have really small FOV)
    3) Render in 16:9 wide mode (just cull down the areas you might see polygons disappearing from)

    Apart from that you also want to cut down polygons big time, and use BSP. Easiest solution for you would be breaking geometric data into several blocks, and storing fixed amount of pointers to that data in GPU, for example 16 blocks.

    Then, on serverside, you build a grid (say 32x32), where every element stores list of up to 16 blocks which are visible in current position. This grid corresponds to XY on your map, with some big step. Obviously this limits minimum size of blocks to be seen.
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  10. #20
    Developer Matte's Avatar
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    Default Re: Yo dawg, I herd you like Garry's Mod...

    Quote Originally Posted by Black Phoenix View Post
    It culls faces if they come too close to camera, and have great chance of them being rendered really really invalid. The current problem is that if one of vertices goes behind the camera, it's gonna end up somewhere in infinity (or near there), which would probably stretch it all over the screen.

    There are three solutions, which both you and me can implement:
    1) Denser terrain with more triangles - obvious problem here, too slow
    2) Setting up really weird camera (it has to be located FAR behind it's "eye" spot, and it has to have really small FOV)
    3) Render in 16:9 wide mode (just cull down the areas you might see polygons disappearing from)

    Apart from that you also want to cut down polygons big time, and use BSP. Easiest solution for you would be breaking geometric data into several blocks, and storing fixed amount of pointers to that data in GPU, for example 16 blocks.

    Then, on serverside, you build a grid (say 32x32), where every element stores list of up to 16 blocks which are visible in current position. This grid corresponds to XY on your map, with some big step. Obviously this limits minimum size of blocks to be seen.
    Thanks. Tried experimenting with opt. 2, but it's seems hard. I'll try some more, maybe I'll find a sweet spot. What did you mean by "(just cull down the areas you might see polygons disappearing from)"? Could you rephrase it?
    I'll also test out that grid system. It sounds like a good idea for lowering poly count.
    "If anybody says he can think about quantum physics without getting giddy, that only shows he has not understood the first thing about them."
    -- Niels Bohr

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