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OcularCash

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About OcularCash

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  • Location:
    Springfield Missouri USA
  • Interests
    Javascript, 3d Modeling, Foley Recording, Photography
  1. Went ahead and created one and posted it so I can go straight to the audio in the morning. https://github.com/JosyahDooley/DevEngine DD3 Model Exporter can be found in the first post. Just drop this in unity and export your mesh to DD3 format. The reason why it's written for Unity is because unity handles edge splitting so developers with little modelling knowledge don't have to learn how to split edges and seperate UV's, etc... Unity handles this for us when it's attached to a meshrenderer so all we have to do is export it to DevEngine Format (OpenGL Formatting Format)
  2. Tomorrow morning at approx. 7:45am American cst is when I'm putting it on github
  3. I'll be putting the current progress up tomorrow morning if I have time. I'm going to try to get the fit the audio in there before repoing it. I wasn't able to add everything back in yet so it's currently only just a very basic renderer and the demo will only render 1 object with 1 texture (can render more, but demo will only provide that). Here is some of what is done and still to do: ready: imports DD3 model format imports png image format renders mesh with texture Textures allows transparency depth testing scene fog enabled antialiasing enabled multiple cameras (doesn't render depth between cameras yet) full component support get and add components camera and object matrixing enabling disabling components/objects alot more other stuff not ready: cameras don't render layer depth masking between other cameras yet Most scripts have several functions still to be added not implemented yet: physics shadows audio rigs animating etc anyone wanting to try it: this is way way way early in development. This is simply to post it for people to see early development. Anyone without prior knowledge is going to be pretty lost looking at the code. User ready version will not be until v1.0a, current version is v0.01a so you can tell it's got a ways
  4. Only use arrays of standard objects such as int, float, double, Boolean, string, etc.. no vectors or special classes (well outside of the class that is storing that data, but it only needs created once). That way you can save on instances. It would be something like this: var pX : float[]; var pY : float[]; var pZ : float[]; var rX : float[]; var rY : float[]; var rZ : float[]; var vX : float[]; var vY : float[]; var vZ : float[]; var aiming : int[]; var grounded : int[]; and at the beginning of the match, create the class and set the size of all the arrays at frames/s/m/match length. Don't pass in information every frame, but more like every 5/second and you can Lerp towards that information in the theatre. that should be perfectly fine. As long as you don't use instances like vectors and Quaternions and what not, you should be perfectly fine to do it however you want. Then just pass the instanced class that holds all those array to the server host or whatever
  5. Lol sounds like not many people understand that your not recording a movie. As I understand your wanting a blackops style theatre model with free camera mode correct? Here would be my approach: I would create a a couple different state enums and stuff like position rotation and velocity (for animations), most likely you already have, and package it locally in a class, then pass it to the host at game end or lobby leaving and the host passes all the player data to the database at the end of the match. there is tons of ways to do it, but the main approach, for speed sake, is to store your own data locally and pass it once when the lobby ends or player leaves. That way your not wasting bandwidth
  6. That's a unity 5 bug. I believe used to work in 4. My phones dying but you can do it procedurally yes
  7. As oma said. Think of php like webpage that acts like a pointer that gets and set from the database. Most webpages that has MySQL also has a php section. Smallest example of php and unity I can find: http://stackoverflow.com/questions/28662684/mysql-php-login-system-accepts-any-password-sent-from-unity
  8. I'd think he wouldn't mind you using php as a getter and setter to a database. Bc in all seriousness, the MySQL database isn't written in c#, so you wouldn't be using "all" c# anyways. The only true way would be to have a dedicated server that stores the information on a local drive using a custom c# application. But still, unity builds are c++, not c#, so final builds are not even in the target language. Would be kinda dumb if your teacher doesn't allow php as a simple get and set, especially when it just shows your knowledge of security protocols. that being said and out of the way tho, there is tons of free databases that should grant full access. I believe square... something lol has free databases with no restrictions
  9. I always use reference images, whether I handdrew them or downloaded. I personally don't use them inside a 3D application tho, just look at and free model it adding things it may need. For character modeling, a lot of people import/create images and use them inside of blender bc it's easier to maintain proportions that way, I just personally don't bc I like to add new stuff as I go
  10. Is there a reason your not using wwwforms and php?
  11. function Open() { // open door yield WaitForSeconds(30); //close door }
  12. The reason they don't teach that is because it's just basic indexing. all your maps and weapons are in arrays correct? Just have the player select a weapon and/or map i.e. For(I = 0; I < maps.length; I++) if(GUILayout.Button(maps.image)) selectedMap = I; when you join or create a lobby, just broadcast the information using a basic rpc. so in general, its information you already know. Just simple indexing and rpc edit: @RPC function JoinedRoom(name : String, selectedWeapon : int) @RPC function CreatedRoom(name : String, selectedMap : int, selectedWeapon : int) mind you, everything I've typed here is psuedo code
  13. To start, there really isn't any difference between applications 3d wise. For instance, there is nothing you can't make in 3ds max that you can't make in blender and there is nothing in blender that you can't make maya and same with cheetah. What it all boils down to is which one is easier for you to move around and use the application and which applications have a plugin you want to take advantage of. But for the most part, it's just your basic c# vs js kinda thing when choosing a programming language. Both are good, it's just about what fits you better. So if you can move around a specific modeling software, any general 3d course or tutorial you will be able to learn from, it'll just use different hotkeys and menus. I learned around 2 decades ago, and back then, there wasn't many tutorials like there is today, so I learned by just getting familiar with the software (3d studio max which is now called 3ds max) and messing around to see what does what. But since it's not the 90's anymore, i would say it will be good to watch some tutorial series, even if it's to just get familiar with the software. Even after all this time, I watch tutorials a few times a month to learn new approaches and features and even see there is easier ways to do certain things.
  14. You should make sure you add a classic mode as well. I.e. Court. I'm a big fan of dodgeball games myself and as an Fps that's fine, but not so sure I'd be too prone to play one that's an actual full level. best dodgeball game ever made:
  15. To add to OMAs answer, if your wanting acceleration instead of deceleration, you can do exactly as OMA said but multiply it by an acceleration variable. if(pos != dest) { accelVar = Mathf.MoveTowards(accelVar, 1, Time.deltaTime); pos = Vector3.MoveTowards(pos, dest, speed * Time.deltaTime * accelVar); } else accelVar = 0;