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PostPosted: Fri Jul 02, 2010 1:21 am 
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After implementing the collision detection in Spartan, I've made a simple tech demo, that I will use to create the documentation.
But first here's a small video of the demo in action. Nothing special.

Collision detection works for ANY Slick2d Shape, also translates/rotates/scales with the image/animation.

I'll close version 1.0 of the tool this weekend with the demo and documentation, and finally will continue working on FuryEngine.


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PostPosted: Fri Jul 02, 2010 4:57 am 
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Hey I like the tiles. Where are they from?

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PostPosted: Fri Jul 02, 2010 6:58 am 
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Hardcore wrote:
Hey I like the tiles. Where are they from?


Well, Its copy paste from everywhere.

Loading screen background is Arthas from WoW.
Loading bar and text, by me.

Background is a no brainer.... good ol' smash tv
Enenmies are from a JRPG I dont remember.
Roctet by me.

Rocket trails and Special effects made in particle illusion.


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PostPosted: Fri Jul 02, 2010 7:50 am 
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:D

finnaly!! :D

I like videos and most important I like idea that everything behind is based on a component-system :D

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PostPosted: Fri Jul 02, 2010 8:24 am 
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ooh, nice.

game looks good too, your own sprites?.

too bad the collision doesn't work on the wall yet :)


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PostPosted: Fri Jul 02, 2010 9:05 am 
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kappa wrote:
ooh, nice.

game looks good too, your own sprites?.

too bad the collision doesn't work on the wall yet :)


True :P, it doenst work because the wall type is 3 (Wall), the bullets are 2 (bullets), the enemies 1, and the player 0.

System is only checking for collisions between 2 and 1, so wall collisions do not work. I could add them in 10 seconds or less :P.

Not my own sprites... It was just a tech demo.

Spiegel wrote:
Well, Its copy paste from everywhere.

Loading screen background is Arthas from WoW.
Loading bar and text, by me.

Background is a no brainer.... good ol' smash tv
Enenmies are from a JRPG I dont remember.
Roctet by me.

Rocket trails and Special effects made in particle illusion.


Gornova81 wrote:
I like videos and most important I like idea that everything behind is based on a component-system :D


Its not component based now, per se(component concept has disappeared ), it has forms (renders on screen), actions (the update part of the game), states (the data of the game) and entities that are just placeholders form forms/actions and states.

It was great to realize that if I wanted to add functionality to an entity, I could do it without the entity ever knowing so... it is possible and I've done it a couple of times.

Well I'll be working on FuryEngine for now on, until a simple version appears, but version 2.0 of spartan will add a way to load entities from XML files, scripting, additional positional collision checks, basic networking support (based on kryoNet), for now I'm glad with what it is.


Last edited by Spiegel on Fri Jul 02, 2010 9:13 am, edited 3 times in total.

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PostPosted: Fri Jul 02, 2010 9:07 am 
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so can I register an entity to be collision-able with type 1,2 or 3 ?

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PostPosted: Fri Jul 02, 2010 9:17 am 
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Gornova81 wrote:
so can I register an entity to be collision-able with type 1,2 or 3 ?


Yes, you still have to create a handler to work out the collision effect of two entities colliding.

For example, you create a handler that destroys the bullet (type 1) and enemy (type 2) on collision, but of the type of the entity is 3 (wall) it will not destroy the entity. This unique handler may be used to handle collisions between the bullet/enemies, and bullet/walls. Spartan only tells you that two entoties are colliding, you have to create the way you want the collision to be resolved.

Another example, if I added a new enemy (with collision type 4) to the game, I could use the same collision handler, and just register a new collision between type 2 (bullet) and type 4(new enemy) with this same handler. From that point on, the bullets would interact with the new enemy.


Its faster wthis way, for example, if no bullets are in the game, no collision checks are performed, because the system understands that only bullets generate collisions.


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PostPosted: Fri Jul 02, 2010 9:23 am 
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i agree faster approach, please add some explanation of this because i found first thing when using similar system is how to check collision and collision group :D

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PostPosted: Fri Jul 02, 2010 9:26 am 
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Gornova81 wrote:
i agree faster approach, please add some explanation of this because i found first thing when using similar system is how to check collision and collision group :D


I'll start documenting everything today, by the end of the Weekend I want to have version 1.0 closed.

And then.. finally the fury :P


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PostPosted: Fri Jul 02, 2010 9:56 am 
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do you plan what tutorial for spartan?

example:
1. getting started (elicopter)
2. with collision ?

:D

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PostPosted: Fri Jul 02, 2010 10:09 am 
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Gornova81 wrote:
do you plan what tutorial for spartan?

example:
1. getting started (elicopter)
2. with collision ?

:D


I'll make the game from the video, a top down shooter, with scroll, looking at the mouse, firing a rocket and an explosion.

I'll expand it to be a full game, with infinite respawn of enemies and score, lifes etc.


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PostPosted: Fri Jul 02, 2010 10:55 am 
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Nice work ;)


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PostPosted: Fri Jul 02, 2010 12:33 pm 
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Spiegel wrote:
Gornova81 wrote:
do you plan what tutorial for spartan?

example:
1. getting started (elicopter)
2. with collision ?

:D


I'll make the game from the video, a top down shooter, with scroll, looking at the mouse, firing a rocket and an explosion.

I'll expand it to be a full game, with infinite respawn of enemies and score, lifes etc.


cool :D
maybe add full sources of eclipse project with all jars, so anyone can chechout-unzip it :D

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PostPosted: Mon Nov 01, 2010 12:38 am 
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Hei Spiegel,

I just discovered Spartan and it provides a lot of the stuff that I'd be happy to not have to implement myself. I, like the others in this thread, would really really really love to a see an example that demonstrated collisions (in particular the way you're meant to use them in Spartan.) It's one part of the framework that leaves me confused.

Perhaps just paste the code from the Robotron demo someplace in the wiki? I don't think it needs to be totally complete or fancy. Just working code would do wonders for your user base. :)

Cheers,
Mark


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