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Bundle of Questions
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Scarlet Thread Offline
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Post: #1
Bundle of Questions
Hi,

I've been holding off asking these questions in hope that I would find out how to do it myself or find a solution on the forum. However, I haven't been successful yet. Here are a few problems I'm having and wondering if anyone can point me in the right direction:

- NavMesh Offset: [RESOLVED] How can I change the distance the navmesh offsets from obstacles. My character gets caught on edges easily.

- Dynamic NavMesh: [RESOLVED] Is it possible for the NavMesh to be updated dynamically if a dynamic object gets in the way. I.e. a big crate falls on the floor and the navMesh adjusts. I understand that it may have a performance hit but just interested if it's possible.

- Sliding Controller:[RESOLVED] I noticed that if you hit a static object (eg. a wall) with a controller on an angle it gets stuck instead of sliding along the object / wall. Is there a way to enable sliding physics on the controller. If not I can probably come up with my own solution but just in case I ask.

-Decals on Android: [RESOLVED] Just want confirmation if decals are supported on android or not. Using either RM_BLEND or RM_OVERLAY don't work so I'm assuming it's not supported on Android. Again I have a work around for this but just want to double check before commiting work around code.

- PhysX3 DLL crash: [RESOLVED] on PC PhysX3 DLL is causing a crash when using the controller. It always and only occurs when you first try to move (not turn) a derived Game.Chr object using the input.move.x = xyz method just after loading a level. It is temperamental and doesn't always happen every time. If it managed to move once then it will not crash This problem does not occur on my android version. I am using Win8, could this possibly be a compatibility issue with Win8? If need be I can post a video of this problem.

- JNI Calls: [RESOLVED] I understand that EE uses some JNI calls for Android. Is it possible for us to make our own JNI calls? The reason I ask is because I am wanting to develop with OUYA and don't want to wait for them to release their C++ API for the controller. However, you can access the OUYA API with JNI calls from C++ as well so If that is possible from the code editor then it would be sweet. Otherwise I'll just wait for their C++ API to release

When I debug with VS2010 it crashes and says there is no source code available but it says the crash is comeing from PhysX3 DLL.

Scarlet Thread Development Blog: http://nanodev.tumblr.com/
Esenthel Tutorials Blog: http://scarlettutorials.tumblr.com/
YouTube Channel: http://www.youtube.com/user/ScarletThreadStudios?feature=mhee
(This post was last modified: 07-01-2013 09:11 AM by Scarlet Thread.)
02-15-2013 01:58 AM
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cmontiel Offline
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Post: #2
RE: Bundle of Questions
NavMesh Offset: Radius Cells / Controller Radius.

Dynamic NavMesh: I have not used it but in Game::World you have
Code:
void      pathBuild   (            ); // call this once after making changes to AreaPath's to rebuild the path database


Sliding Controller: Maybe playing with friction of controler physic material.


Decals on Android: Not supported on mobile, but there is a workaround http://www.esenthel.com/community/showth...ight=decal


JNI Calls: Yes of course but you must implement your own classes because EE uses NativeActivity and .cpp file is not provided.

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(This post was last modified: 02-15-2013 02:08 PM by cmontiel.)
02-15-2013 02:05 PM
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Scarlet Thread Offline
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Post: #3
RE: Bundle of Questions
(02-15-2013 02:05 PM)cmontiel Wrote:  NavMesh Offset: Radius Cells / Controller Radius.
Flop sorry... I didn't see notice the path tab in the world editor... silly me. I was looking through the header files.

(02-15-2013 02:05 PM)cmontiel Wrote:  Dynamic NavMesh: I have not used it but in Game::World you have
Code:
void      pathBuild   (            ); // call this once after making changes to AreaPath's to rebuild the path database

Sliding Controller: Maybe playing with friction of controler physic material.
Will Try smile

(02-15-2013 02:05 PM)cmontiel Wrote:  Decals on Android: Not supported on mobile, but there is a workaround http://www.esenthel.com/community/showth...ight=decal
Thought so Thanks for the confirmation


Thanks for the info.

The PhysX3 crash stopped crashing. I think it was a win8 compatability issue cuz I happened to do some windows updates last night and it doesn't crash anymore.

Scarlet Thread Development Blog: http://nanodev.tumblr.com/
Esenthel Tutorials Blog: http://scarlettutorials.tumblr.com/
YouTube Channel: http://www.youtube.com/user/ScarletThreadStudios?feature=mhee
02-16-2013 08:32 AM
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Scarlet Thread Offline
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Post: #4
RE: Bundle of Questions
(02-16-2013 08:32 AM)Scarlet Thread Wrote:  
(02-15-2013 02:05 PM)cmontiel Wrote:  Dynamic NavMesh: I have not used it but in Game::World you have
Code:
void      pathBuild   (            ); // call this once after making changes to AreaPath's to rebuild the path database

Sliding Controller: Maybe playing with friction of controler physic material.
Will Try smile

I got some insight into this by looking at the Game.Door source. I ended up creating obstacles. I am making a sliding door 'gate' class and I simply created a new obstacle from the door actor every frame that it moved but only when it was moving.

I might limit that call even more so it only updates ones every XYZ milliseconds when the gate is moving in order to optimize.. but I'll leave that for later.

Scarlet Thread Development Blog: http://nanodev.tumblr.com/
Esenthel Tutorials Blog: http://scarlettutorials.tumblr.com/
YouTube Channel: http://www.youtube.com/user/ScarletThreadStudios?feature=mhee
02-16-2013 10:41 AM
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Esenthel Offline
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Post: #5
RE: Bundle of Questions
Quote:- Sliding Controller: I noticed that if you hit a static object (eg. a wall) with a controller on an angle it gets stuck instead of sliding along the object / wall. Is there a way to enable sliding physics on the controller. If not I can probably come up with my own solution but just in case I ask.
PhysX 2 had anisotropic friction which allowed to do that automatically, PhysX 3 unfortunately does not have this feature, I'll need to investigate if something can be done about this.
02-17-2013 12:31 AM
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gwald Offline
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Post: #6
RE: Bundle of Questions
(02-15-2013 01:58 AM)Scarlet Thread Wrote:  JNI Calls: [RESOLVED][/b] I understand that EE uses some JNI calls for Android. Is it possible for us to make our own JNI calls? The reason I ask is because I am wanting to develop with OUYA and don't want to wait for them to release their C++ API for the controller. However, you can access the OUYA API with JNI calls from C++ as well so If that is possible from the code editor then it would be sweet. Otherwise I'll just wait for their C++ API to release

Hey Scarlet,
How did you go putting your game on ouya?
I guess the regular android apk build would run on the ouya, be it without ouya store support, right?
Were you able to access the controllers?
Their 'NDK forum' isn't much help

Anyway, Ouya's going to E3, they look desperate for polished games.
Your's looks very polished, have you thought about finishing a demo and sending it to them? Maybe a chance it could be seen at E3! wow smile

My Blog
http://www.esenthel.com/community/showthread.php?tid=6043

I hang out at Esenthel IRC Channel
http://webchat.freenode.net/?channels=#Esenthel
(This post was last modified: 05-18-2013 03:30 AM by gwald.)
05-18-2013 03:05 AM
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Scarlet Thread Offline
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Post: #7
RE: Bundle of Questions
No, I have had no success whatsoever. I am a complete n00b when it comes to JNI and the Android SDK / NDK so I have no idea how to do it. I decided I need to work on my game more anyway so haven't been doing much on the Android front anyway.

Really all the engine needs is a controller handler that makes a few JNI calls from C++ and another handler for the store stuff again JNI calls. Since Esenthel already makes some JNI calls it can't be too hard for Greg to Implement it. However, at the same time I wouldn't really know..... he also has other things he needs to do I guess.

Any comments Greg on what you think about the matter? Does it seem simple or is it more complex than I am perceiving it to be?
(This post was last modified: 05-18-2013 03:52 AM by Scarlet Thread.)
05-18-2013 03:51 AM
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gwald Offline
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Post: #8
RE: Bundle of Questions
OH!
I'm surprised the apk didn't work, even a basic hello world.
Technically it's just a nexus 7 with BT/usb controllers.
Looks like one of their devs are looking at controllers via NDK, Posted yesturday,
http://forums.ouya.tv/discussion/1357/na...xperiments

My Blog
http://www.esenthel.com/community/showthread.php?tid=6043

I hang out at Esenthel IRC Channel
http://webchat.freenode.net/?channels=#Esenthel
05-18-2013 04:22 AM
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Scarlet Thread Offline
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Post: #9
RE: Bundle of Questions
IDK.. tbh I don't have time since my game is primarily for PC it's enough work to stuff a thousand cows so I'll prolly only look into it again after I release.
05-18-2013 11:02 AM
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gwald Offline
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Post: #10
RE: Bundle of Questions
oh man not the cows! your doing it wrong.. it's all goats nowa days!! wink
Cool smile

My Blog
http://www.esenthel.com/community/showthread.php?tid=6043

I hang out at Esenthel IRC Channel
http://webchat.freenode.net/?channels=#Esenthel
05-18-2013 11:41 AM
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Esenthel Offline
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Post: #11
RE: Bundle of Questions
(05-18-2013 03:51 AM)Scarlet Thread Wrote:  Any comments Greg on what you think about the matter? Does it seem simple or is it more complex than I am perceiving it to be?
Yes it could be more complex. I won't know exactly until I would check for the OUYA sdk's, read their docs for app development, and would buy a OUYA for myself (I don't have one).
Personally I am not, and have not been much excited about that platform, I don't know what's the fuss all about wink it feels like a limited version of any other android device, limited because it has a different app store, so you can't use all of the things available on the Google Play Store. And also limited because even though it's a "new" device, it's running on "old" hardware (Tegra 3), while soon Tegra 4 will come out, and there are already other better cpu's like exynos, snapdragon..
Additionally I've read lot of negative reviews about OUYA lately from tech sites which got their hands on it. Nvidia shield http://en.wikipedia.org/wiki/Project_Shield looks much more interesting.
But about ouya - if you want it bad, feel free to check it out, if it requires something to be added from the engine side (like JNI) let me know. If you'd then want it in first priority I can always set this up in Esenthel Store contributions sections for a small price (if it's indeed just JNI).
05-18-2013 12:42 PM
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gwald Offline
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Post: #12
RE: Bundle of Questions
Hi,
That's cool about the JNI support, I really think others would be interested in it.
The ouya is $100USD the shield will be more then double this, close to $300 I think, I don't get it the PSP is 100 times better!

The ouya has excited a lot of indie developers (me included) because it's an open console. And by far the easiest console get published on!

The hardware is not a cheap chines thing (maybe the controllers) , it's has a usb and an ethernet port.

Yes, the Tegra 3 is old, but I don't think it's underpowered, the PS1/N64 those were underpowered but they still had awesome games smile

Yes, lots of negative press only because most of the games are built on #nity and not with esethnel !!

There's a lot of opportunity especially for your engine and your games if you port them to ouya, they'll stand out from the rest!
Especially for launch (June).

I plugged your engine on ages ago on their forums, as you have android support wink

My Blog
http://www.esenthel.com/community/showthread.php?tid=6043

I hang out at Esenthel IRC Channel
http://webchat.freenode.net/?channels=#Esenthel
(This post was last modified: 05-18-2013 01:19 PM by gwald.)
05-18-2013 01:09 PM
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Rubeus Offline
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Post: #13
RE: Bundle of Questions
I have to agree-the Ouya doesn't really excite me. It's an interesting concept, and had the potential to be really cool, but limiting it like Esenthel said really takes the wind out of its sails. If it was fully compatible with the Google Play store, that would make it a lot better off.
Also, keep in mind that the easier it is to get published on a platform, the more crap software will get past QC. I just got a Google Nexus about 2 weeks ago, and have already had to uninstall several apps that didn't work. Just try imagining that happening in the Apple store. The tighter the QC is, the harder it is to get published, but often times, it is beneficial to the developer because he can be assured that it will work on most platforms, and that the consumers will have confidence that the software is good and be willing to pay a premium.
05-18-2013 02:04 PM
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gwald Offline
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Post: #14
RE: Bundle of Questions
It can't be part of google play, it needs it's own eco system as an income stream.
Tegra 3 (with 1gig of ram) devices are still expensive, over $200.
So your getting this plus a wireless controller.

I agree, there'll be a lot of crap made by script kids.. but that's where the opportunity is.
All the games are free to play, the top games will be enjoyed, talked about and bought.
Ouya + esethnel is a no brainer to me lol

My Blog
http://www.esenthel.com/community/showthread.php?tid=6043

I hang out at Esenthel IRC Channel
http://webchat.freenode.net/?channels=#Esenthel
05-18-2013 03:31 PM
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Scarlet Thread Offline
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Post: #15
RE: Bundle of Questions
I must agree it isn't very good.. I should know... I have one... no two.. a bit disappointing but I guess shit happens and things didn't turn out how I expected... Personally I wouldn't consider it a priority anymore either...
(This post was last modified: 05-18-2013 04:36 PM by Scarlet Thread.)
05-18-2013 04:32 PM
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