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And w00t!

Posted: Tue Jun 13, 2006 1:23 pm
by aegidian
In case you missed my LJ post I think I've cracked the collision problems.

To celebrate I took the Tori expansion pack and a fuel-injected Cobra 2X and shot the hoops (flew between the hub and the rings between the pylons). Which can at last be done - and more importantly can't be done if you hit the spokes or rings or hub!

The remaining collision problems are artefacts of the game models (ships being too large - ejection hatches misplaced etc.) I can work on those in turn now.

Maybe it's just the caffeine talking, but I'm very very excited!

Posted: Tue Jun 13, 2006 1:29 pm
by Cmdr. Wombat
Congrats and w00t indeed!!

Posted: Tue Jun 13, 2006 1:43 pm
by Rxke
That's great news!

I can imagine it makes you a happy chappy, heh.

Posted: Tue Jun 13, 2006 3:11 pm
by Draco_Caeles
Whoo hoo! Way to go, Cmdr Giles! *applauds*

What was the problem, in the end?

Posted: Tue Jun 13, 2006 3:16 pm
by aegidian
Draco_Caeles wrote:
What was the problem, in the end?
To paraphrase Ahruman, Giles's piss poor coding. :lol:


I'd written a long and complicated bit of code to check subentities collisions with ships and other subentities, which I replaced with a much cleaner and easier to understand recursive routine.

The old and complicated code was somehow getting the subentity collision detection wrong (trying to pass through a Flight Training Ring for example just wouldn't happen), the cleaner code doesn't do that.

Posted: Tue Jun 13, 2006 3:21 pm
by ArkanoiD
aegidian wrote:
Draco_Caeles wrote:
What was the problem, in the end?
To paraphrase Ahruman, Giles's piss poor coding. :lol:


I'd written a long and complicated bit of code to check subentities collisions with ships and other subentities, which I replaced with a much cleaner and easier to understand recursive routine.

The old and complicated code was somehow getting the subentity collision detection wrong (trying to pass through a Flight Training Ring for example just wouldn't happen), the cleaner code doesn't do that.
Is it likely to eliminate "laserproof ships" problem or there is only "material objects" collision routine affected?

Posted: Tue Jun 13, 2006 4:05 pm
by aegidian
ArkanoiD wrote:
Is it likely to eliminate "laserproof ships" problem or there is only "material objects" collision routine affected?
Should already have done that (I forget the idiot thing my code was doing for laser-proof items, but I certainly haven't come a cross one for a few months worth of testing.)

Posted: Tue Jun 13, 2006 8:12 pm
by Keyes
sweet, wooooooooorrrrrrrrrrrrt wooooooooooorrrrrrrrrrrrrrt !!!!!

excitment = me + this moment :D

Posted: Tue Jun 13, 2006 8:15 pm
by jonnycuba
Nice to see the numbers going your way Cap'n! ;)

Posted: Tue Jun 13, 2006 9:09 pm
by ArkanoiD
aegidian wrote:
ArkanoiD wrote:
Is it likely to eliminate "laserproof ships" problem or there is only "material objects" collision routine affected?
Should already have done that (I forget the idiot thing my code was doing for laser-proof items, but I certainly haven't come a cross one for a few months worth of testing.)
rsynced to dev4-575, loolks like even more ships are laserproof now :-(

Posted: Wed Jun 14, 2006 6:36 am
by JensAyton
aegidian wrote:
To paraphrase Ahruman, Giles's piss poor coding. :lol:
I’m sure I’d be slightly more diplomatic than that. A little.

For the record, I do very much admire your ability to get code out the door. Perfectionism is a three-edged sword. :-)