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MicroBattleTank GENETIX

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MicroBattleTank GENETIX

Postby berdal84 » 20 Dec 2011, 12:39

Hello,

I work on a new version of MicroBattleTank called "MicroBattleTank GENETIX".
This game will be a multiplayer game.
The main changes with the MicroBattleTank standard:
- play on real 3D worlds (spheres, torus, etc...)
- customize your tank (color, engine, battery, tracks, chassis, turret)
- your tank specifications change according to the battery/tracks/engine...
- items

You can test the WIP version here : http://microbattletankgenetix.com/

Bérenger.
Last edited by berdal84 on 12 Jan 2012, 09:30, edited 1 time in total.
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Re: MicroBattleTank GENETIX

Postby berdal84 » 11 Jan 2012, 00:33

I just finish a rough version of the multiplayer, you can test it. I haven't teste it with a lot of player so try it with your friends !!

I've added:

- the system to buy tank parts, for the moment all users have 100000$ (quite infinite) to test the principe.
- the ingame ranking (not the global one)

http://www.microbattletankgenetix.com
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Re: MicroBattleTank GENETIX

Postby soybean » 19 Jan 2012, 09:56

Wow. interesting. How do you make the objects, and projectiles stick on the terrain like that?
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Re: MicroBattleTank GENETIX

Postby berdal84 » 19 Jan 2012, 18:09

soybean wrote:Wow. interesting. How do you make the objects, and projectiles stick on the terrain like that?


I use raytracing on colliders.

For the moment there is no IA but soon I'll put a single player mode. I work on a 3d pathfinding who use a mesh to create navigation nodes, for the moment there is some bugs, you can see it here: http://www.microbattletankgenetix.com/navigation.html
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Re: MicroBattleTank GENETIX

Postby berdal84 » 23 Jan 2012, 00:38

Hello everybody,

I worked on tank IA this week-end and I had an idea to improve the level them.
I work on an system who generate dynamicly maps to help the IA to follow the best path from a point to an other according to many properties (missiles, enemies, friends...)
For example, a territory dynamic map preview: http://www.microbattletankgenetix.com/navigation2.html
the white point correspond to the territory.

For the moment the code is not optimised at all, and the map is updated 1 time/sec. But it works fine with a lot of tanks (spheres).

Byebye

Edit: has you can see, now object avoiding works fine ^^
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Re: MicroBattleTank GENETIX

Postby TheDukeVIP » 01 May 2012, 10:18

Hello Berdal,

I'm working on a game with objects sticking to a 3D terrain, thanks to Broozar, the raytracing on colliders, using getFirsthitColliderEx, is working almost very well, the only thing that is missing is rotating the object according to the collider normal vector coordinates.
I've made some research on google, looked at euler angles, flight dynamics, tried some trigonometric angles calculation but it did not work :(
Can you give me some help please ?
Thanks !
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Re: MicroBattleTank GENETIX

Postby berdal84 » 01 May 2012, 20:06

Hello,

for rotations, I use object.lookAtWithUp, with the normal of the surface as up vector.
Can I see a WIP of your app ? (send me A private message if you prefer).

Bye ^^
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Re: MicroBattleTank GENETIX

Postby TheDukeVIP » 01 May 2012, 21:05

Hello,

Well, thanks for your answer, I'll try it asap :)
Right now my app is in an early (very early) pre-alpha stage, but as soon as I get something running, even a simple alpha version I'll send you a video or maybe a demo :)

Thanks again !
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Re: MicroBattleTank GENETIX

Postby juaxix » 26 Aug 2012, 21:17

Hey, how did you resolve the gimbal lock with rotateAround?
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