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collision-domain's Issues

[Material] Normal Mapping

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

Positional audio

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

RakString memory freeing

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

[Material] Skid Marks

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

Connect GUI quit button crash

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

Server memory leak

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

[Particle Effects] Dust Clouds

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

Client quitting not handled

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

[Lighting] Lens Flare

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

Motion Blur

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

Intro Screen / Menu

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

[Particle Effects] Collision Sparks

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

[Particle Effects] Explosions

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

Mesh deformations happen when shunting

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

[Material] Specular Mapping

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

[Particle Effects] Exhaust Sparks

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

AI players don't die

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

Timestamping and lag compensation

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

Car bounding boxes and wheel placement

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

Wheels stay attached when car is destryoed

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

Exceeding MAX_PLAYERS causes crash

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

[Particle Effects] Fire

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

Mesh deforming is shit

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

[Particle Effects] Smoke

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

[Lighting/Shader] Shadowing

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

Client controls stuck when dead

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

Powerup creation before select car screen

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

[Particle Effects] Exhaust emissions

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

precompiled headers (stdafx) is broken with ogrebullet

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

Parts falling off cars

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

Network horns?

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

[Shader/Material] Soft Shadows (Ambient Occlusion)

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

[Particle Effects] Tyre Smoke

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

Hinge constraint solving with world-transforms

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

[Material] Scratch Map Blending

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

[Shader] HDR

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

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