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View Code? Open in Web Editor NEWUniversity of Bristol 3rd year 6-person project. Collision Domain is a massively multiplayer demolition derby game.
University of Bristol 3rd year 6-person project. Collision Domain is a massively multiplayer demolition derby game.
Feature: Normal Mapping on arena
Purpose of feature addition: Enhanced realism of arena
Original issue reported on code.google.com by JonathanSimmonds
on 9 Feb 2012 at 4:12
Crash sounds
Explosion sounds
Engine sounds (perhaps not the local player so that when you accelerate and the
car zooms off with the camera lagging behind the engine sound doesn't get
quieter (ideally it should get lounder to sound "faster"))
Car horns (if networked)
Powerup sounds?
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 2:58
Negatively scaled nodes fuck up shadows!
mSceneMgr->setFlipCullingOnNegativeScale(true); Neither true or false solve the
issue, true is the ogre default.
Original issue reported on code.google.com by [email protected]
on 21 Dec 2011 at 2:08
What steps will reproduce the problem?
1. Run client or server in debug mode
2. Play over network
3. Press esc to quit
What is the expected output? What do you see instead?
Should exit gracefully, but RakString.h throws an unhandled exception. To do
with memory management and protection.
http://www.jenkinssoftware.com/forum/index.php?topic=2790.0
When you just run the game exe and press escape there are no errors caught.
Original issue reported on code.google.com by [email protected]
on 3 Jan 2012 at 1:37
Feature: Skid marks on the floor of the arena when a car loses traction.
Purpose of feature addition: Added realism.
Work involved: Similar to the scratching of vehicles, this might be achievable
by making a black texture and blending this in the appropriate locations with
the arena. This might not be available on such a fine scale though.
Original issue reported on code.google.com by JonathanSimmonds
on 9 Feb 2012 at 4:29
What steps will reproduce the problem?
1. Open Client
2. Press quit button on the connect screen
3. watch as you get an exception
What is the expected output? What do you see instead?
Please use labels and text to provide additional information.
Original issue reported on code.google.com by [email protected]
on 3 Feb 2012 at 2:39
What steps will reproduce the problem?
1. Open server
2. Connect a client
3. Leave server running for some time
What is the expected output? What do you see instead?
There is a fair reliable munch of 2mb of memory per second from the server.
Interestingly, when the server is running and nobody is connected, it eats
about 1mb a second.
Somewhere in the latest commits (not my camera as the server doesn't use it! :p
) the old or a new memory leak has snuck in. I shall investigate. Client seems
to be leak free though!
Original issue reported on code.google.com by [email protected]
on 21 Mar 2012 at 5:17
do it
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 3:11
Feature: Particle effect addition
Purpose of feature addition: Add particle effects to represent grass/mud being
ripped up from the tyres, possibly based on the integral of the cars velocity
(so that when the car is heavily accelerating it will spit stuff out as if it
is struggling for traction).
Ensure this is not too graphically intensive.
Branch affected:
/branches/graphics-test
Original issue reported on code.google.com by JonathanSimmonds
on 21 Jan 2012 at 7:04
do it
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 3:12
What steps will reproduce the problem?
1. exit game as a client
What is the expected output? What do you see instead?
This should remove the player from the pool, freeing up any memory used and
destroying relevant graphics / physics objects.
The same should happen on other clients after the server broadcasts a quit.
Nothing is done to handle this at the moment as there are no methods to handle
destroying Player or Car objects.
Original issue reported on code.google.com by [email protected]
on 3 Jan 2012 at 3:56
Feature: Lens Flare
Purpose of feature addition: Added sense of realism when driving. For this to
work a sun needs to be placed in the sky (on the skydome's HDR map)
See: http://www.ogre3d.org/forums/viewtopic.php?f=11&t=65630
Branch affected:
/branches/graphics-testing
Original issue reported on code.google.com by JonathanSimmonds
on 21 Jan 2012 at 9:55
Feature:
Motion Blur
Purpose of feature addition:
Blur moving objects, possibly add a Radial Blur to the edge of the screen of
moving players, the intensity linked to the speed.
PMB: http://www.ogre3d.org/forums/viewtopic.php?t=27723
2.5DMB: http://forum.beyond3d.com/showpost.php?p=919807&postcount=116
Blur Help: http://www.ogre3d.org/forums/viewtopic.php?f=1&t=42027
RBS: http://www.ogre3d.org/forums/viewtopic.php?p=255651
Branch affected:
/branches/graphics-testing
Original issue reported on code.google.com by JonathanSimmonds
on 21 Jan 2012 at 6:40
Proper way to enter the game and a lobby system while a round is in progress
Original issue reported on code.google.com by [email protected]
on 20 Mar 2012 at 12:31
Feature: Sparks when players collide
Purpose of feature addition: Added realism.
Work involved: Sparks will have to be released in a realistic direction which
will be a function of the colliding objects directions and speeds.
Original issue reported on code.google.com by JonathanSimmonds
on 9 Feb 2012 at 4:17
Feature: Explosions from destroyed cars
Purpose of feature addition: Hyperbole of realism. The videos David sent round
featured some good implementations of explosions and should be a decent
reference.
Original issue reported on code.google.com by JonathanSimmonds
on 9 Feb 2012 at 4:24
What steps will reproduce the problem?
1. Line two cars up and push one with the other
What is the expected output? What do you see instead?
As the difference in speeds is ~0 you would not expect deformation.
Instead the touching faces quickly deform.
Please use labels and text to provide additional information.
Original issue reported on code.google.com by JonathanSimmonds
on 26 Mar 2012 at 12:40
Feature: Specular Mapping
Purpose of feature addition: Allows 'shiny' cars and also additional realism as
scratches can be easily added.
Work involved:
http://www.ogre3d.org/tikiwiki/Normal+AO+Specular+Mapping+Shader&structure=Cookb
ook
Branch affected: /branches/graphics-testing
Original issue reported on code.google.com by JonathanSimmonds
on 31 Jan 2012 at 7:59
Feature: Exhaust emits sparks on gear change
Purpose of feature addition: Added realism.
Original issue reported on code.google.com by JonathanSimmonds
on 9 Feb 2012 at 4:18
I'm not sure this will really add anything to the game over what we hae, so its
very low priority.
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 3:01
What steps will reproduce the problem?
1. Spawn AI players
2. Let one be killed
What is the expected output? What do you see instead?
AI player should die and not be able to move, same as a real player. However
they still drive around like sneaky little bitches.
Original issue reported on code.google.com by [email protected]
on 20 Mar 2012 at 5:03
Need to add timestamping to player inputs and state updates.
https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/
Server_In-game_Protocol_Design_and_Optimization
This basically explains how to go about all the CSP and lag compensation that
will be needed to smooth out gameplay. Hopefully it wont need to be as accurate
as it describes for FPS games, because the cars are relatively large objects so
hitting someone else directly isn't the same as aiming at a tiny player in the
distance.
Original issue reported on code.google.com by [email protected]
on 4 Jan 2012 at 3:24
New car meshes have the old collision boxes and the wheels are all in the wrong
places. I can't remember what our scaling / unit->metres was so I left it for
now
Original issue reported on code.google.com by [email protected]
on 30 Jan 2012 at 7:07
What steps will reproduce the problem?
1. Destroy car
2. lol at wheels dem still there
What is the expected output? What do you see instead?
I expect the wheels to disappear. Instead I see wheels.
Original issue reported on code.google.com by [email protected]
on 20 Mar 2012 at 4:23
What steps will reproduce the problem?
1. Spawn more than 100 players
What is the expected output? What do you see instead?
For AI Players just stop spawning them. For connecting clients send server full
message.
Need to add and check a return value for addPlayer()
Original issue reported on code.google.com by [email protected]
on 14 Mar 2012 at 8:40
Feature: Fire from engine bay
Purpose of feature addition: Hyperbole of realism
Work involved: May have to model an engine and separate the bonnet, will have
to wait and see, at this point I am hopeful that it will look sufficiently
realistic without this and would consider dropping the feature if it did not.
Original issue reported on code.google.com by JonathanSimmonds
on 9 Feb 2012 at 4:22
What steps will reproduce the problem?
1. Let Zlatan on your team
2. Tell him to code mesh drforming
3. Compile code
What is the expected output? What do you see instead?
Some sweet ass deformable models. Instead I a load of bollocks.
Original issue reported on code.google.com by [email protected]
on 20 Mar 2012 at 4:34
Feature: Smoke emitted from objects on fire.
Purpose of feature addition: Added realism. Hopefully this can be done fairly
cheaply, as the fire effect on its own will be somewhat expensive.
Original issue reported on code.google.com by JonathanSimmonds
on 9 Feb 2012 at 4:26
Feature: Shader based shadowing method
Purpose of feature addition: Improved shadows and greater efficiency.
Work involved: Currently we use stencil shadows which are calculated at the
polygon level. These produce accurate shadows but are very expensive and do not
work on transparent textures, as used for leaves (as they work with geometry).
The proposed improvement is to use Texture shadows which are calculated at the
shader level so take into account textures and are a lot cheaper. Pure texture
shadow mapping allows objects to only send or receiver shadows, so self
shadowing is not possible. The solution is to use a shader technique to do a
caster and receiver pass on every object.
Currently two such methods are implemented:
1) Depth Shadowmapping (DSM) with Percentage Closer Filtering (PCF) and Light
Space Perspective Shadow Mapping projection (LiSPSM). This works but produces
very poor shadows.
2) Parallel Split Shadow Mapping (PSSM) using LiSPSM for projection. This works
but produces very faint shadows and the camera appears to lighten and darken as
the camera rotates. I think this is due to the splits being inadequate, the
next step would be to render out the splits to a texture and see what they look
like.
An alternative would be to look into Variance Shadowmapping (VSM) optionally
with Percentage Closer Soft Shadows (PCSS), though neither of which are as well
documented with Ogre.
The main issue here is that any technique requires a huge amount of work and
there is no 'out of the box' working solution.
The following links will be useful:
PSF: http://www.ogre3d.org/forums/viewtopic.php?f=4&t=51214
DSM:
http://www.stevestreeting.com/2009/01/04/depth-shadow-mapping-dx9-depth-range-go
tchas/
DSM: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=58845
DSM: http://www.ogre3d.org/forums/viewtopic.php?f=5&t=46826
PSSM: http://www.ogre3d.org/forums/viewtopic.php?f=1&t=65980&start=25 (entire
thread is useful, but the code in post 26 is most useful).
PSSM: http://www.ogre3d.org/forums/viewtopic.php?f=5&t=68512
Overview of custom shadow mapping:
http://www.ogre3d.org/tikiwiki/Custom+Shadow+Mapping&structure=Cookbook
NB: The wiki article for DSM is highly inefficient and should not be followed.
Original issue reported on code.google.com by JonathanSimmonds
on 17 Feb 2012 at 11:37
What steps will reproduce the problem?
1. Trust Zlatan with anything
Original issue reported on code.google.com by [email protected]
on 20 Mar 2012 at 6:23
What steps will reproduce the problem?
1. Client player killed
What is the expected output? What do you see instead?
Player should be stationary. Instead their last controls are stuck on and they
drive around endlessly.
Original issue reported on code.google.com by [email protected]
on 20 Mar 2012 at 4:27
do it
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 3:09
What steps will reproduce the problem?
1. make a powerup before car selection screen
2. you pick it up
3. (I think, this might be a bit iffy)
When you spawn you appear to pickup every powerup on the map. This might have
been related to the problem a while back where a "ding" was heard when you
spawned on the map - bullet registered a collision where it shouldn't have...
Original issue reported on code.google.com by [email protected]
on 5 Feb 2012 at 4:18
Feature: Smoke for exhaust.
Purpose of feature addition: Added realism.
Work involved: Will have to tie the smoke released to the work the engine is
doing (not sure how easy this number will be to access).
Branch affected: /branches/graphics-testing
Original issue reported on code.google.com by JonathanSimmonds
on 30 Jan 2012 at 6:03
Linker spits out a set of LNK2005 errors one for every class saying something
is already defined.
I traced the problem back to the ogrebullet includes that are in stdafx, both
ogrebulletcollisions and ogrebulletdynamics. I think its something to do with
those classes which may include ogre (which ofc has already been included, but
im not sure of this).
I'm sure someone else can figure this out, its pretty important as precompiled
headers speed things up by 20x.
Original issue reported on code.google.com by [email protected]
on 21 Dec 2011 at 2:49
Need to let doors and bmumpers etc detach from vehicles when they have been
destroyed (or deformed by a certain amount at a later date).
Original issue reported on code.google.com by [email protected]
on 20 Mar 2012 at 4:54
^^
Original issue reported on code.google.com by [email protected]
on 21 Mar 2012 at 1:55
I'm not sure this is worth doing either as colin or neil don't seem to have
even noticed the horns.
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 3:06
Wheels don't update the graphic nodes. Need to attach motion state.
Original issue reported on code.google.com by [email protected]
on 9 Mar 2012 at 8:34
Feature: SSAO
Purpose of feature addition: Smooth shadows
Work involved: http://www.ogre3d.org/tikiwiki/Simple+SSAO&structure=Cookbook
Branch affected: /branches/graphics-testing
Original issue reported on code.google.com by JonathanSimmonds
on 31 Jan 2012 at 7:38
Feature: Tyre smoke generated when a vehicle loses traction.
Purpose of feature addition: Added realism.
Work involved: This would require a tarmac arena as loss of traction on dirt
would simply generate a dirt cloud. Otherwise similar to Dust Cloud effect but
with a different colour.
Original issue reported on code.google.com by JonathanSimmonds
on 9 Feb 2012 at 4:31
Most important for the truck as it goes through gears so fast, which makes the
sound "interesting"
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 3:03
What steps will reproduce the problem?
1. Observe the horrific movement of the doors when the server sends updates
2. Turn off server for lovely doors
3. Profit
What is the expected output? What do you see instead?
Setting world transforms on dynamic objects (eg our vehicles) is against all
principles of a physics engine. Therefore the constraint solver that keeps the
doors attached to vehicles by the given pivot (hinge) point has a hard time
keeping up when the vehicle is shoved from one location to another without the
use of forces.
To be honest, this is against the laws of physics and I really don't know how
to fix it besides just sending the position and rotation of every door in the
game from the server.
Original issue reported on code.google.com by [email protected]
on 9 Feb 2012 at 4:33
Feature: Allow scratching of the cars during collisions.
Purpose of feature addition: Added realism.
Work involved: Add a scratch map for each vehicle and blend (as a function of
the collision location) this with the vehicles diffuse (and possibly specular)
map(s).
Original issue reported on code.google.com by JonathanSimmonds
on 9 Feb 2012 at 4:27
Steps:
do it
Original issue reported on code.google.com by [email protected]
on 26 Mar 2012 at 9:53
Interface to set the pitch adjustment parameters per car
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 3:05
Feature: High Dynamic Range lighting effects
Purpose of feature addition: Increased lighting realism.
Work involved: Bloom (material redefinitions should be all necessary):
http://www.ogre3d.org/addonforums/viewtopic.php?t=3943
Faking HDR (if old graphics cards are used):
http://www.ogre3d.org/tikiwiki/Faking+HDR&structure=Cookbook
Light attenuation:
http://www.ogre3d.org/tikiwiki/Light+Attenuation+Shortcut&structure=Cookbook
Branch affected:
Original issue reported on code.google.com by JonathanSimmonds
on 31 Jan 2012 at 7:46
speed depends whether its more like a one use slingshot (no HUD icon) or
something which makes you permanently faster for a period of time... (will want
HUD icon)
Original issue reported on code.google.com by [email protected]
on 4 Apr 2012 at 3:10
Finish quarry
Original issue reported on code.google.com by [email protected]
on 26 Mar 2012 at 9:55
do it
Original issue reported on code.google.com by [email protected]
on 26 Mar 2012 at 9:56
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