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Simple Entity Engine 2.1
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Uploaded:22:54, 1st Dec 2007
Last Updated:01:35, 28th Dec 2008
Keywords:None
Type:No Target, System
Category:vJASS

THIS SYSTEM USES UnitUserData
THIS SYSTEM REQUIRES JassNewGenPack FOR vJASS SYNTAX
Click here to download JassNewGenPack


Version 2.1

The third system of it's kind created by me, this one will hopefully be more succesful and will live up to my expectations. The two others were Simple Particle System, and then Simple Particle System Mark II. The first of the three was buggy, very slow, and extremely inaccurate. The second used procedural-style coding, which people didn't seem to appreciate. I finally created this: SEE - Simple Entity Engine. It uses object-oriented style programming, which makes things alot easier to read and understand. I've worked alot on getting this system to where I want it to be.

Features:
  • Easy to use, easy to read layout.
  • Efficient and fast system.
  • 'Realistic' bouncing off other entities and the ground.
  • Spherical collisions between entities.
  • Easy to create custom entity types.
  • Mass and volume play important roles in entity behaviours.
  • Simple to install plugins.
  • Documented just for you! :D

Credits go to HINDYhat for the creation of this system.

Thanks to Earth-Fury for helping me alot and teaching me how to use object-oriented programming. Also thanks to him for coming up with this system's neat name, SEE: Simple Entity Engine.
------------------------
Thanks to PurplePoot for teaching me some things in Jass.
------------------------
Thanks to moyack for helping me on a nagging collision problem, and for being nice and helpful. :D
------------------------
Many thanks to grim001 for helping with a couple of bugs in collision detection.
------------------------
Thanks to anyone and everyone who might use this system in a map of theirs
------------------------
Thanks to WILLTHEALMIGHTY for the nuke effect in SEE 2.1

Quote:
Originally Posted by **CHANGELOG***

--- 2.1 ---
Fixed friction calculations. (1.0 friction is now no motion, 0.0 friction is no friction at all)
Added an enum method.
Added a new projectToPointSpeed which takes in account gravity.
Made a new demo. (Credits to WILLTHEALMIGHTY for the nuke effect)
Probably added more stuff but I don't remember.

--- 2.0 ---
Remade the whole thing from scratch.
Collision is now time-velocity based.
New collision resolution technique.
Added air drag.
Added spring constraints.
TONS of optimization.
Added a few onX methods to entityData.
COMPLETE makeover on the syntax.
Made a new demo.
Probably many more changes that I forgot about.
--- 2.0.1 ---
Fixed a bug in the demo test map.

--- 1.2 ---
Added a Bounceable property.
Inlined the GroundBounce function.
Inlined (and optimized) the CollisionBounce function.
Replaced Static entities with an Affected state.
Added a Rest tally for more precise resting states.
Collision optimization.
Added Offsetx/y/z coordinates.
Replaced the crappy Projectile plugin with a cool Vehicle plugin.
Added documentation.
Smaller fixes...

--- 1.1 ---
Patched up collision detection and prevention.
Optimized the GroundBounce function (just a little bit).
Fixed an Entity removal problem (double free).
Removed the use of TriggerAddAction. The system now uses TriggerAddCondition.
Fixed an onEvent method problem with the CreateEntity method.
Added a little debug function.
A couple of smaller bug fixes...

--- 1.0 ---
Public release of the system.

~ Previous Systems ~
- Simple Particle System (slow, buggy and bad)
- Simple Particle System Mark II (used procedural sloppy coding)
Rating by users: 5.00 (2 votes)

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Moderator Review
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Earth-Fury: I can find no reason not to approve this. Needs more work, but a system of this scope always will :P

This spell is approved and works properly.


Click here to download SEE-Simple Entity Engine 2.1.w3x (64.99 KB, 1845 Downloads)


Comments
Old 12-02-2007, 01:51 AM   #2 (permalink)
Registered User Herman
 
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As cool as I think this is, what could you do with it???
_________________

O O O

You could make a dodge ball map or a basketball tournament

Actually, the list of implementation is endless, except it would be very different from the conventional WC map
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Old 12-02-2007, 04:46 AM   #3 (permalink)
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Wow very good. I cant find any flaw in the gameplay. Reminds me on MAd Balls Arena but even more flashy.
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Old 12-02-2007, 11:59 AM   #4 (permalink)
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Very nice engine buddy
We all are looking forward for updates
:D
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Old 12-03-2007, 05:52 PM   #5 (permalink)
Registered User Nudl9
 
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Meh, i would use Mad[Lion]'s "Mados" system if i were going to make a map with gravity system...
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Old 12-03-2007, 06:53 PM   #6 (permalink)
Registered User HINDYhat
 
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WRONG HOLE!
 
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Why would you use MaDOS over this? It's ALOT larger and slower.
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Old 12-05-2007, 02:35 PM   #7 (permalink)
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might be just me, but when I try to edit the map in any way at all, such as the terrain or placing more units, it won't run. It just says fatal error blah blah blah and quits. that really needs sorting if it's not just me and other people are getting the same problem.
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Old 12-05-2007, 10:28 PM   #8 (permalink)
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WRONG HOLE!
 
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I say in the description... This system requires JassNewGenPack. The link is also noted.

Without JNGP, this system WILL NOT WORK.
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Old 12-06-2007, 08:20 AM   #9 (permalink)
Forum Moderator Pyritie
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Wow, great system! This thing managed to handle over 100 balls without getting laggy, and the lag only started to get noticable when I got to about 150 of them.

Is it possible to change the gravity factor? That'd be nice.
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Old 12-06-2007, 09:42 PM   #10 (permalink)
Registered User HINDYhat
 
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Well yes you could manually, but I could add that in a further version.

The gravity acceleration constant is declared at the top of the SEECore trigger. It's currently -30.0, but you can change it whatever you want.

On the other hand, if you want gravity's acceleration to be subjective to an Entity, you could use this line right after calling <entity>.AddGravity().
set <entity>.Accelz=<entity>.Accelz*FACTOR

FACTOR being the gravity factor you're looking for.

Thanks for the comments :P, by the way, the system is faster if you run it without collideable entities.
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Old 12-17-2007, 12:41 PM   #11 (permalink)
Registered User Wizardum
 
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It would be easier if the web site to download the jassnewgenpack works.
The entrance to the website is denied for me.
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Old 12-18-2007, 03:05 AM   #12 (permalink)
Registered User HINDYhat
 
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The site is down, and as far as I know there is no mirror for the download...
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Old 12-18-2007, 09:45 PM   #13 (permalink)
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Then how do I use this system?
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Old 12-19-2007, 03:26 AM   #14 (permalink)
Registered User HINDYhat
 
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Ah, the site is back up again:
http://hilton.vs.oiccam.com/showthread.php?t=90999
If you use that editor, the system should work fine. There's a mini-tutorial in the map, which should help you understand the system a bit.
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Old 12-19-2007, 03:26 PM   #15 (permalink)
Registered User Wizardum
 
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The system is outstanding, but the problem is that I can't understand nothing in the WE because it's in JASS. I'm trying to learn JASS but it's too difficult. Can pass the system in JASS to GUI?
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