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1  General Category / General Discussion / Re: still under development? on: April 30, 2020, 09:51:55 AM
There have been some game related posts on twitter.  https://twitter.com/Simsilica

...but nothing concrete enough to post here yet.  Something soon, I hope.
2  General Category / General Discussion / Re: Chat Lounge on: March 15, 2020, 10:40:23 AM
My day job is a telecommuting job... so no special time off for me.

The kids are home from school, though... until mid-April... which means I don't have to get up at 5:30 AM every day.  So that's a bonus.

I had planned to take the week of spring break off from work, do some stuff with the kids, and then get some hardcore game-coding work done.  It remains to be seen if I will still take that time or not now.  (At work, it was a bad week to take it because of scheduling and now with the kids home for a month anyway... and our options for 'stuff to do' are kind of limited anyway.)

I have been pushing some things along a little every weekend.  Lately trying to finalize plans for what the 'far terrain' system will look like and if it's even feasible.  I know I shoe-horned something into the old engine that looked ok but some parts were never done and might have been impossible.  I'm trying to figure all of those things out now.

https://imgur.com/a/Mahv8v7  (without context, these images may not mean much but I'm trying to be more "doing" and less "talking" these days.)

This is a pretty big issue because with 192 clip and slow paging, flying with any sort of fun speed was really stupid.  I'm also hoping to raise the build ceiling a bit (those pics go up to 512 meters) but it remains to be seen if I can actually make that work in the block engine or not.  Lighting is the most problematic area for tall build ceilings.  Currently hoping that treating the world as 256 meter tall layers may have some benefits.

After I have this large scale terrain fully prototyped, with proper write-back, etc... I need to reimplement/port non-cube block shapes from old code and start building the real engine again.

Never seem to have enough time to do things quickly on the calendar, though.
3  General Category / General Discussion / Re: still under development? on: March 02, 2020, 04:51:03 PM
Not sure what the image was supposed to be because apparently we don't have permission to see it (at least when I clicked on it).

Here is the blog post that goes with that video, I think: http://mythruna.com/forum/index.php?topic=2505.msg21096#new

I spent the winter holidays playing with water strategies.  While I didn't finalize anything yet, the experiments were encouraging.  I'm experimenting with doing water in a completely different way than any other block engine that I've seen... essentially by not treating it as blocks anymore.  Parts of my approach still feel wrong and counterintuitive but the math and experiments always seem to work out.  So it could just be that we are all too used to blocks of water.  The real test will be optimizing it for "whole oceans".

...so in the near term, I'm focusing on revisiting terrain generation to build some more varied worlds than Mythruna has traditionally had.  But we're getting closer to "new engine"... so close I can almost taste it.
4  General Category / General Discussion / Re: My Public Server on: March 02, 2020, 04:45:31 PM
No, sorry... not yet.

I lack a network cable and a port to stick it into... I'm thinking of moving the server to another location nearer a different switch/router.  I just haven't done it yet.

any new news about the server?  Grin Huh

Not yet but now that I know there is someone still waiting, I will put it higher in my priorities.  Thanks for bugging me about it... seriously.  Smiley
5  Development / Blog / Physics - some final decisions and compromises on: December 15, 2019, 03:25:43 AM
So, it seems like I only post these once a year at this rate.

Over the summer I had to come to some hard choices about the physics engine.  Try as I might, I just couldn't get dynamic object->object joints working in a way that would ultimately be useful.  After some soul searching, I decided to cut this feature from the engine and stop wasting time on it.  Maybe someday, I'll be able to swap out the physics core with something more robust and we'll see some improvements there... but in the mean time, I had to look in other directions.

One feature that I'd been putting off was object/shape hierarchies.  This is the ability to glue multiple objects together into some configuration and have them all be treated as the same object for the physics engine.  In the back of my mind, I was 100% sure I would need this feature for attaching things... even if it was just attaching objects to sailing ships and stuff.  I had sort of hoped that I could put it off and maybe the dynamic joints would allow me to do something similar.  When dynamic joints didn't work, I turned back to implementing proper object hierarchies... with an eye on being able to animate the relationships.

Being able to animate the relationships was important because even if I couldn't make a dynamic treasure chest with working physics hinges, I could at least glue the top to the bottom and make the opening/closing of the top an animation.  Allowing users to create their own objects that can still work in the world is a critical feature to me.  Animated joints was going to be a compromise to allow that to happen.

Implementing this took the better part of the summer and finally all of Thanksgiving week to work through the last of the issues.  Keeping track of the center of mass of all of the parts, their orientation to one another, relative coordinate spaces, etc... is quite tricky to debug when something goes wrong.

You can see a video of some of the failures and successes here:
https://www.youtube.com/watch?v=WyKdBM2Bqvc

At this point, I'm ready to declare a sort of 'victory' and make some lasting decisions about what will/won't be in the Mythruna physics engine.
1) Craftable giant objects like sailing ships and blimps, etc.: Yes, definitely.
2) Craftable objects that can be configured with animated hinges: Yes
3) Craftable objects that can be configured with dynamic physics joints: No
4) Craftable objects that can be attached to the world with physics joints: Probably, with some restrictions. (maybe for doors, swings, etc.)
5) Craftable objects that can be attached to the world with animated hinges: Yes  (Doors, draw bridges, ferris wheels, etc.)

Open questions for another time:
A) dynamic physics based combat. This is not really a problem for the physics engine but it touches on it so I'll mention it.  The biggest open question here is whether I can implement just enough inverse kinematics to make this work without killing performance.  It would have been nice to use dynamic joints for the person->weapon link but it's not 100% required.  Note: either way, whether dynamic or animated, I'm still 90% sure that I can base weapon damage on the physics collision and thus crafting becomes important.  It's just that weapon balance will be much less important.
B) wires and pulleys.  Pretty sure that I can't do this without some kind of dynamic joint... but we'll see later.
C) object and water interaction.  There are a dozen water problems to solve/explore and this is at the heart of it all.  Flowing water is a much simpler problem until you allow users to block it with crafted physics objects.  There's also the probably about what to do about boats and other vehicles displacing water.

This last one leads to what will probably be my next area of exploration: water physics.

I have plenty of ideas but they all need testing as there is some significant 'risk' associated with each approach.  My current number one idea is very intriguing because it might be able to handle vehicle displacement.

In the end, I suspect some things to work and some things will not work... and I'll have to come to some similar hard decisions about features.  Hopefully that won't take me until next December.  Also, there is no way that it's going to be as much of a huge time suck as physics has been.  So much of the physics engine has required large chunks of dedicated time.  It usually takes me 2-3 days just to get my head back into it.  Water shouldn't be like that.  There is no math on the fringe of my understanding... just technological limitations that must be managed and clever ways to work around those limitations.  It's a great "ideas while taking a shower" time.

I will be off from my "day job" from December 20th to January 2nd and plan to devote as much time as possible to Mythruna/MOSS development.

Keep an eye on my twitter feeds if you want to get the most current updates on where I am.
https://twitter.com/Simsilica
https://twitter.com/MythrunaGame

The simsilica feed is the most active because it includes everything I do gaming related... not just direct Mythruna stuff.  (And I always retweet MythrunaGame tweets from Simsilica anyway so you won't miss anything if you just watch that one.  I mean, obviously you should follow both. Smiley )
6  General Category / General Discussion / Re: Chat Lounge on: December 14, 2019, 02:04:19 AM
Cleaned up the signature line, didn't bother with the flashy buttons for now. For some reason though, i reuploaded my avatar to imgur but it's not sticking.

Not sure what to say about that.  I assume you used the direct URL and not the landing page URL.
7  General Category / General Discussion / Re: Chat Lounge on: December 10, 2019, 02:57:10 AM
Always tough when a free service disappears.

Looks like imgur will be around for a while, though.  Maybe if things get busier then some folks can resurrect their images to their or something.
8  General Category / General Discussion / Re: still under development? on: October 08, 2019, 11:13:11 PM
The current state is that I'm barely finding time to develop right now.  I'm trying to find a way to work it into my schedule.

All of the latest videos are on my youtube channel and any latest news is here or on my twitter feed.  (@simsilica or @mythrunagame)
9  General Category / General Discussion / Re: Chat Lounge on: September 24, 2019, 01:42:06 PM
Did tinypic die or something?
10  General Category / General Discussion / Re: My Public Server on: September 18, 2019, 03:46:37 PM
No, sorry... not yet.

I lack a network cable and a port to stick it into... I'm thinking of moving the server to another location nearer a different switch/router.  I just haven't done it yet.
11  General Category / General Discussion / Re: Chat Lounge on: July 07, 2019, 09:54:35 PM
 Grin


P.S.: If any of you will be in the Northern Virginia area on August 3rd... hit me up.
12  General Category / General Discussion / Re: Chat Lounge on: July 07, 2019, 03:32:42 PM
Nice.  It has been fun watching you all evolve over the years... even in little snippets.
13  General Category / General Discussion / Re: Chat Lounge on: June 06, 2019, 06:42:41 PM
How are things going?

I'm working on getting a job at Lowe's. That's most of my excitement lately.

Good luck on the job.

Things are going ok here... frustratingly slow.  I made some important engine decisions over spring break (in April) to finalize some "what will be and what won't be".  Meant to make a big post about it but wanted to finalize some things and shoot some video first.  Well, here we are so many weeks later and my weekends have not been my own.

On the other hand, I've been participating in an only "Music Weeklies" challenge... so I finally put a bunch of music up on SoundCloud.
https://soundcloud.com/paul-speed-124748777
14  General Category / General Discussion / Re: My Public Server on: April 08, 2019, 10:41:35 AM
mythruna.game-host.org

is this game server still active!

I had to take it down some time back to steal a part.  I've since (finally!) put the part back but I haven't reconnected it to the network yet.

I hope to have it back online soon but I don't know what "soon" means exactly... and it's all relative.  Since someone has complained again maybe I will finally get to it this weekend.

Sorry for the trouble.
15  General Category / General Discussion / Re: Chat Lounge on: April 04, 2019, 12:19:02 AM
"This server could not prove that it is mythruna.com; its security certificate expired 122 days ago. This may be caused by a misconfiguration or an attacker intercepting your connection. "

I don't know if you've been getting this or not but this error has been happening lately. NBD, but thought you should know.

Yeah, someone else pointed it out also.  The cert has expired and I'm not in a position to renew it right now.
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