3D animals
- jordan4ibanez
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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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But thats too slowjordan4ibanez 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
- jordan4ibanez
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D: it would like take the dev's a month to design different animals in c++sfan5 wrote:But thats too slowjordan4ibanez 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
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In Lua too!jordan4ibanez wrote:D: it would like take the dev's a month to design different animals in c++sfan5 wrote:But thats too slowjordan4ibanez 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
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.
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.
DON'T mention coding style!
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So all I would have to do is make the 3D models for every move?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.
Keep calm and code python^_^
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- jordan4ibanez
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mhm..i think we need to have a "mob" ai system and basic draw type for different mobs in c++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
hello, am program. do language in rust. make computer do. okay i go now.
@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
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.
DON'T mention coding style!
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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 ... 927#p46927. what do you guys think?
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