Ambiera ForumDiscussions, Help and Support. |
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I was wondering who else here is able to modify CopperCube source code and wants work together for a unified binary solution for everyone to use ? I know JIC can for one....anyone is welcome who has the source code and can work with C++ to make additions/changes. I just finished adding Lens Flare into the source code and fixed the flickering issue however still having problems with the occlusion culling flicker on animated meshes....some help would be appreciated..... |
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its pretty clear that no-one wants to collaborate their own source code with my own for a single unified binary. I will be forced to duplicate some of the work then done by others into my own binary. Don't say I didn't ask when my solutions so the same thing (or possibly better) than what's out there in other binaries. No complaints will be accepted on this when I also release similar stuff.... |
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It seems you are referring to me, I don't know of if any other custom binaries exist other than yours and mine by the time I am writing this. Just to clear this out as I am not going to involve with game development anymore I can't collaborate with anyone. Regarding Duplicating work, you are freely allowed to do so, I don't have any complaints with that, as now CopperCube uses custom binaries and the code is not going to be merged in the actual engine it is not going to cause any conflicts or delays. I never have issues with duplicate work, there has been many duplicated extensions in the community I never complained about them. Previously, we had to send the code to Niko, and it would have been hard for him to manage the code and test code from different developers for the same thing. That's why I advised you not to duplicate the same so that we have faster updates to engine and there will be no code conflicts with each other, but things went south. That is also the reason @niko has to opt for custom binaries instead of merging and patching code from individual developers into the engine itself. So that the original code remains intact and won't conflict with others code. Which I think is a better approach. So don't worry and create as many features as you want even if they exist in other binaries, as the custom binaries will not alter or edit the original code of the engine, it won't cause any issues or conflict. The idea of custom binaries is only there so that the users can have multiple binaries with similar features and other stuff, it is not supposed to be unified, but I hope someone will join in and create unified binaries. TBH, instead of collaborating to create unified binaries I would suggest you guys to create the Editor from scratch using the Irrlicht as base, that would be much better. Because in my perspective it is waste of time to port already existing features from Latest version of irrlicht to irrlicht 1.5 (the one coppercube uses). It would be easier to create an editor on top of latest version of irrlicht 1.9 (beta) or 1.8(stable) and will save you guys a lot of time from porting the same code to old codebase. Anyways, I am not sure when I will be back to Game Development but I wish you and others good luck. All the very best , keep safe and stay calm. Cheers ![]() |
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Eh, I don't know, I thought about buying a studio edition in order to make some source code stuff. But, at the same time, I have much more experience with JS than with C++ or whatever the source code is using. I only made little things with C++, mostly some primitive games for Arduino, the whole syntax of this language is really confusing for me. Not only that, I am a bit affraid that some of my stuff is going to end up a bit proprietary. Like, I stopped making public scripts because I can't really use them myself, since adding tons of stuff that makes your code super universal may end up harming the performance. Or, that's how I understand this, at least. Still, I would like to try doing something with it. |
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@dekon_17 I can only tell from my experience, but studio version made life much easier for me. Best example is possibility to get a surface normal without dances with a tambouring. Before studio version I used two approaches: 1. Use multiple offset raycasts and then calculate normal using trigonometry; 2. Raycast to surface, then walk through all mesh triangles, find the one which contain the raycast collision point, and use cross product to calculate the normal These both were unreliable. I believe, I was not the only person who was looking to implement something like that. For example, I saw "Tank on terrain demo", which I believe was made by Sven (please correct me if I'm mixing up the author). It appears that, c++ part already contains information about triangle which collides with raycast. There is also a method to get a triangle normal already (basically same cross product I used in js). Even without knowing c++ that well I was able to copy ccbGetCollisionPointOfWorldWithLine and extend it to return both point of collision and also collision normal. And I believe, there is a lot of stuff like that. It already exist in the source, but never exposed to the js API. |
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@okeoke, I also used the same for doing ricochet bullet by returning the Normal from that API command along with collision point. True that c++, can make life easier when it comes to use the engine at its full capacity. It just bypasees every other limit. You have more control over your game, and less bugs because you can fix most of them if you have the source code. That's why I encourage advanced user of Coppercube to try C++ and if possible switch to C++. Glad that a few are trying their hands on it. Once you get familiar with c++, and basics of irrlicht engine. You can switch to latest version of it, which has more advanced features for example cubemapping, animation controls, support for more than 4 textures per material and many more. There is this github repo that you guys can refer to if you need demos or good examples. https://github.com/netpipe/Irrli... Hopefully this repo will help you in learning and trying out different stuff, including port to android, linux, pi and more and trying out new scenenodes, terrain nodes, font tools and many more, the example demo also contains integrating of other scripts lua and more other than javascript as far as I remember. |
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Thanks for the repo - so much stuff to steal:) |
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So, I got the Studio Edition. Already took a look at some parts of source code. I didn't understand a single thing, but it looks cool. Will try to make something with it, looking forward to dig into some problems I've been complaining about for the past years, maybe I can at least do some band-aid fixes. As for C++ bypassing every limit... I mean, that's the entire purpose of source code, isn't it? |
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Yeah you're right dekon, good luck with the band fixes, we're seriously waiting on your approaches |
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Ok, well glad that out of the way and thanks for the comments JIC, dekon_17, okeoke and Monks. If anyone wants to send me some fully tested and working improvements, happy to include into my binary and change the setup so that its a shared binary instead of just my own stuff. I just now finished adding some big improvements for 2D overlays with not just adjustable image alpha but also image color (vertex color) plus much better texture splitting from a premade spritesheet but better as you can also have varying number of items per row and still work - doesnt need a shader either so should work on all drivers (yet to confirm). Also nearly finished adding in 3d sound node sound effect also like JIC has made and can be selected with only one input through the ccbSetSceneNodeProperty API. |
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Can we have a feel of the bullet ricochet done by JIC or who ever |
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guest_Robbo wrote: I was wondering who else here is able to modify CopperCube source code and wants work together for a unified binary solution for everyone to use ? I know JIC can for one....anyone is welcome who has the source code and can work with C++ to make additions/changes. I just finished adding Lens Flare into the source code and fixed the flickering issue however still having problems with the occlusion culling flicker on animated meshes....some help would be appreciated..... Custom binary is modified code on the original coppercube game or any game? |
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Yes, its new API's added to default CopperCube and can be run in any game (normally Pro/Studio) but I also support the Free version. |
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Hey , question i am about to purchase the studio edition. But i want your thoughts On if its possible to add node.js binary along with OpenVR.node binary to see if i can begin to code in native PCVR support and then maybe go for android headsets like the Quest aswell for .apk files? |
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ArchAngel wrote: Hey , question i am about to purchase the studio edition. But i want your thoughts On if its possible to add node.js binary along with OpenVR.node binary to see if i can begin to code in native PCVR support and then maybe go for android headsets like the Quest aswell for .apk files? Those newer software packages Im not sure actually - probably depends on your programming skill level - its above my pay grade though atm... I havent tried incorporating newer libraries into the source code. |
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