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A Physics System (GUI) For Those Who Can't Use SEE.

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A Physics System of War (GUI) For Those Who Can't Use SEE.

Before I start getting spammed by people hating GUI please notice the title again how it is a replacement of SEE for GUI'ers and not meant to be as good, still works for anyone though.

Well guys I have been working on this idea and made it into reality and now I require feedback before I can release it to the public so I hope you can help me out here hive. So far I only got pushing aside ( unit in range detection), I hope to have more but definitely need improvement idea's or new idea's.


I know the test map sucks at the moment so I will improve it soon.

"Talk about your developing projects. Release beta tests and get useful feedback before the final release. Maps should be attached to your post."


Changelog -
Before Alpha: A base for a physics system
Pushing Units.
Still leaked locations, groups, triggers, creations.
Lacked MUI/MPI support of leaderboards.
Not enough info on comments.

First Alpha: Updated Base
Better effects for pushed units.
( Failed ) No leaks anywhere apparently.
Supports MUI/MPI LeaderBoards.
More info on comments.

Quick Update: Nobody Notices
( Failed ) Attempt to only enable PhiscGroup when a unit is within it.

Second Alpha: Newly Done Base
Failed to fix group leak but PhiscGroup is working again.
successful attempt to add a detection trigger to turn it on if units are inside then off if no units are inside it.

( Quick Comment Update )

Second Alpha+: Addition Of Mass
Added more comments.
Added mass for better calculations.
Moved around a few things in the triggers.

Third Alpha: Remade unit moving
Allows animations to be played now.
Doesn't use constant stop orders.
Can move the unit constantly now without any pauses.



( Still in the process of removing useless comments in the system. )
 

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Level 31
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Before I start getting spammed by people hating GUI please notice the title again how it is a replacement of SEE for GUI'ers and not meant to be as good, still works for anyone though.

Even an GUI lover would throw shoes at you if they see the trigger.

It was done really badly, you even leak location as well.

and it isn't even mpi either because if player 1 select a unit, the variable would store that unit. however, the variable would be overwrite with new unit if other player select it.
 
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Hint to self: Remember to add Alpha in front of the name......

I know a GUI lover would throw shoes at me at this moment of course.
I still leak locations/points.... I will look for those.
It is MPI and seemingly MUI as it is surpost to store that unit but the overwrite wasn't surpost to happen so show me a screen-shot since I know I stopped that. It only overwrites if the same player does it himself.
 
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I still leak locations/points.... I will look for those.

It was at unit group where you pick all unit within position of picked unit.

It is MPI and seemingly MUI as it is surpost to store that unit but the overwrite wasn't surpost to happen so show me a screen-shot since I know I stopped that.

It isn't, tell that to any experience GUIer and they would likely say the same.

I would explain it to you in much logical way.

Assume the u2 variable as 1 closet used to keep clothes.

Assume the unit as clothes.

So if player 1 keep the clothes in the closet, then we consider the closet contain the clothes.

However, assume that player 1 does not take out the clothes from the closet.

assume that player 2 trying to keep his clothes at the closet, but cannot do so cause there is already an clothes that was keep by player 1.

So, player 2 would took away the clothes stored by player 1 and store his clothes.

Do you understand when I visualize it that way?
 
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I do not notice a difference in my fps ( Frames Per Second ) of what you have said, I will take that suggestion into advisement though.

A leakless trigger that running constantly every second without turning off would not cause the fps performances to drop.

But, if you have too much trigger like this running at the same time; it could cause an overload which would eventually cause the fps performance to drop despite there is no leak at all.

Of course, the more powerful your computer; the harder it was to be notice.

But, if you're using an crappy performances computer with the map running a lot of trigger that execute every miliseconds; you would notice how badly it could affected it.

It was like an smooth working machine that work flawlessly, but if you don't give it an rest; it could gone haywire.
 
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