3D animals

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jordan4ibanez
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by jordan4ibanez » Wed Mar 07, 2012 15:18

use the animal mod's animal AI and just have the animal be a base entity..then use other things that are parented to the mesh that collides with the nodes..and have it have a "walking" animation (aka the legs move when the animal walks around) this can be done in lua :)
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by sfan5 » Wed Mar 07, 2012 15:59

jordan4ibanez wrote:use the animal mod's animal AI and just have the animal be a base entity..then use other things that are parented to the mesh that collides with the nodes..and have it have a "walking" animation (aka the legs move when the animal walks around) this can be done in lua :)

But thats too slow
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by jordan4ibanez » Wed Mar 07, 2012 16:27

sfan5 wrote:
jordan4ibanez wrote:use the animal mod's animal AI and just have the animal be a base entity..then use other things that are parented to the mesh that collides with the nodes..and have it have a "walking" animation (aka the legs move when the animal walks around) this can be done in lua :)

But thats too slow

D: it would like take the dev's a month to design different animals in c++
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by sfan5 » Wed Mar 07, 2012 16:32

jordan4ibanez wrote:
sfan5 wrote:
jordan4ibanez wrote:use the animal mod's animal AI and just have the animal be a base entity..then use other things that are parented to the mesh that collides with the nodes..and have it have a "walking" animation (aka the legs move when the animal walks around) this can be done in lua :)

But thats too slow

D: it would like take the dev's a month to design different animals in c++

In Lua too!
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by Jordach » Wed Mar 07, 2012 16:34

Speaking of Animals mod, where is Sapier?
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by sapier » Mon Mar 12, 2012 22:28

I'm here I've been just a little bit busy last weeks ...

I've thought about c++ mobs too, but if I understand celeron right he'd prefere removing all mob code from c++. Probably a hybrid aproach would be best:

1) 3d model entity support handled in c++
2) 3d animation done in c++ triggered with lua eg "model_state = walking", jump animation, duck animation ...


As you can se 3d models and 3d animation is different adding first thing might be a relativly simple task ... animation is more complex.
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by Jordach » Mon Mar 12, 2012 23:04

it can be like, has two legs or four?
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by Death Dealer » Mon Mar 12, 2012 23:19

sapier wrote:I'm here I've been just a little bit busy last weeks ...

I've thought about c++ mobs too, but if I understand celeron right he'd prefere removing all mob code from c++. Probably a hybrid aproach would be best:

1) 3d model entity support handled in c++
2) 3d animation done in c++ triggered with lua eg "model_state = walking", jump animation, duck animation ...


As you can se 3d models and 3d animation is different adding first thing might be a relativly simple task ... animation is more complex.

So all I would have to do is make the 3D models for every move?
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by sapier » Tue Mar 13, 2012 22:41

No by now there ain't 3d model support by minetest core (at least not as far as I know)
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by Death Dealer » Wed Mar 14, 2012 00:18

sapier wrote:No by now there ain't 3d model support by minetest core (at least not as far as I know)


theres a 3D player out broski
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by sfan5 » Wed Mar 14, 2012 06:32

But not in the "vanilla" minetest
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by sapier » Wed Mar 14, 2012 10:50

and player isn't same thing as luaentitys. so even if player was merged that code needs to be added/changed for luaentities
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by jordan4ibanez » Wed Mar 14, 2012 12:27

sapier wrote:and player isn't same thing as luaentitys. so even if player was merged that code needs to be added/changed for luaentities

mhm..i think we need to have a "mob" ai system and basic draw type for different mobs in c++
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by sfan5 » Wed Mar 14, 2012 14:57

+1
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by sapier » Wed Mar 14, 2012 22:42

@jordan4ibanez
Sorry but you're mixing things that ain't really related to each other.

Mob AI != Mob Model != Model animation

Of course each of this can be arbitrary complex but lets stick to a simple view.

Mob AI is what animals mod primary provides

If you look at the c++ code there is already rudimentary code for a mob subsystem too. The problem is creating a working, extendable ai mob system having all features is LOTS of work.
I think that's why celeron wants to switch mobs to lua. In lua anyone can fix bug's add features or make the mobs more smart that they have been before and he can stick to the more important core features of minetest.

I've already thought of extending this system but:
I'm not a perfect C programmer, ok not even close to perfect, but even more important I'm writing extremely different style of C/C++ code than celeron does. This makes adding code I've written always a little bit more complicated than necessary. Adding a full featured mob system will additionaly break client compatibility again so celeron won't be amused of this too.
Obviously I'm not really motivated to create a subsystem this complex with no sign of a chance to get it into core. ;-)


Mob Model
By now this is simply done by the drawtypes supported by luaentity. Contrary to nodes luaentitys are extremly limited. Adding a 3d model drawtype to luaentitys would fix the lack of a mob model. That 3d model support could be used by a c++ mob ai too.

Model Animation
is a feature of the 3d model engine thats "only" triggered by some actions. This isn't necessarily a lua trigger.


So my opinion for the "3d animals" task:
-1 to mob system in core
+1 generic 3d model support in core
Last edited by sapier on Wed Mar 14, 2012 22:43, edited 1 time in total.
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by Nemo08 » Thu Mar 15, 2012 05:44

sapier wrote:+1 generic 3d model support in core

+100500!
 

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by Microsuperman » Sat Oct 13, 2012 18:31

being new to minetest. I didn't see the "unofficial engine development" at the bottom. but I did come up with an idea for an api that could make 3d creatures http://minetest.net/forum/viewtopic.php?pid=46927#p46927. what do you guys think?
 

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by Dragonop » Wed Oct 24, 2012 18:46

If you have any pending matters with me, I encourage you to contact me via e-mail or PM. I still lurk from the shadows and very much care about the Minetest project. Sadly I have not been involved for the past years but I still look back fondly on the time I spent in your company.
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