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 1 
 on: March 15, 2020, 10:40:23 AM 
Started by Rayblon - Last post by pspeed
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.

 2 
 on: March 15, 2020, 09:38:30 AM 
Started by Rayblon - Last post by Rayblon
So Paul, do you anticipate a chance at getting more work in due to the whole coronavirus thing? Or are you working from home?

Oh, and best wishes to your wife. Epidemics and pandemics are dark times for people that are immunocompromised, and the US government has been floundering with it to boot. Knowing you, though, she's in good hands.

 3 
 on: March 02, 2020, 04:51:03 PM 
Started by cHyper - Last post by pspeed
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 
 on: March 02, 2020, 04:45:31 PM 
Started by pspeed - Last post by pspeed
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 
 on: March 02, 2020, 09:55:23 AM 
Started by pspeed - Last post by cHyper
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

 6 
 on: March 02, 2020, 08:55:20 AM 
Started by cHyper - Last post by cHyper
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)

https://www.youtube.com/watch?v=WyKdBM2Bqvc


 7 
 on: December 18, 2019, 06:17:12 PM 
Started by Rayblon - Last post by Rayblon
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.

yeah i used https://i.imgur.com/nRcQBPY.png
the odd thing is that it'd show the png in the change avatar page, but would clear the url if i pressed enter or clicked the save changes button.

 8 
 on: December 16, 2019, 09:51:47 AM 
Started by Rayblon - Last post by Michael Musgrove
signature.clean();
signature.getFlashyButtons().clear();
imgur.upload(avatar).stick();

RuntimeException: command not found: stick();
line 3.


 9 
 on: December 15, 2019, 03:25:43 AM 
Started by pspeed - Last post by pspeed
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 )

 10 
 on: December 14, 2019, 02:04:19 AM 
Started by Rayblon - Last post by pspeed
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.

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