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#31 (enlace permanente) |
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Senior Member
Fecha de Ingreso: agosto-2005
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Aupa, un post muy interesante donde caedes explica así un poco por encima como funciona la capa de lógica de crystal space (cel), recomiendo encarecidamente a los detractores de crystal en favor de ogre ;-) .
Apricot » Blog Archive » Logic development Saludos compays.
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Videos B2CS http://www.youtube.com/user/juansolo3d |
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#32 (enlace permanente) |
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BlenderAdicto
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Mi primer post!, y creo que antes del fin de semana o durante hay otro mas de la parte de development.
Apricot » Blog Archive » Lets Move!
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Venom's Lab! - Training DVD de Blender en Español! * Pablo Vazquez' Personal Portfolio * Apricot Open Game Project |
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#33 (enlace permanente) |
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Senior Member
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Veo que nadie lo ha comentado, asi que lo cometo yo
Con este último video, ya podemos hacernos una mejor idea de como va a ser el juego, la verdad es que es muy simpático y esta curradisimo. Apricot » Blog Archive » Progress update, GLSL, shape keys, speedups in the BGE!! Saludos |
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#34 (enlace permanente) |
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Habitacus!
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A ver si el "topo" que infiltramos tira algunas primicias más
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.: Retro Invaders :: Glest, juego RTS OpenSource :: Ungoliante Blog ::Diseño web :. |
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#35 (enlace permanente) |
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Senior Member
Fecha de Ingreso: julio-2005
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¡Aaarg!
¿Alguien me puede decir qué es ESTOOO?
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Pero si ahora sólo dejan contratar profesionales, tele5 tendrá que cerrar, ¿no? Patricia Conde
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#36 (enlace permanente) |
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Madmaxista convencido
Fecha de Ingreso: marzo-2004
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es esto:
BGE patch: add state engine support in the logic bricks. This patch introduces a simple state engine system with the logic bricks. This system features full backward compatibility, multiple active states, multiple state transitions, automatic disabling of sensor and actuators, full GUI support and selective display of sensors and actuators. Note: Python API is available but not documented yet. It will be added asap. State internals =============== The state system is object based. The current state mask is stored in the object as a 32 bit value; each bit set in the mask is an active state. The controllers have a state mask too but only one bit can be set: a controller belongs to a single state. The game engine will only execute controllers that belong to active states. Sensors and actuators don't have a state mask but are effectively attached to states via their links to the controllers. Sensors and actuators can be connected to more than one state. When a controller becomes inactive because of a state change, its links to sensors and actuators are temporarily broken (until the state becomes active again). If an actuator gets isolated, i.e all the links to controllers are broken, it is automatically disabled. If a sensor gets isolated, the game engine will stop calling it to save CPU. It will also reset the sensor internal state so that it can react as if the game just started when it gets reconnected to an active controller. For example, <SCRIPT><!--D(["mb","\nan Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more\u003cbr /\u003e\ncontrollers of a single state) will generate a pulse each time the state becomes active. This feature is\u003cbr /\u003e\nnot available on all sensors, see the notes below.\u003cbr /\u003e\n\u003cbr /\u003e\nGUI\u003cbr /\u003e\n\u003d\u003d\u003d\u003cbr /\u003e\nThis system system is fully configurable through the GUI: the object state mask is visible under the\u003cbr /\u003e\nobject bar in the controller's colum as an array of buttons just like the 3D view layer mask.\u003cbr /\u003e\nClick on a state bit to only display the controllers of that state. You can select more than one state\u003cbr /\u003e\nwith SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object.\u003cbr /\u003e\nThe Ini button sets the state mask back to the object default state. You can change the default state\u003cbr /\u003e\nof object by first selecting the desired state mask and storing using the menu under the State button.\u003cbr /\u003e\nIf you define a default state mask, it will be loaded into the object state make when you load the blend\u003cbr /\u003e\nfile or when you run the game under the blenderplayer. However, when you run the game under Blender,\u003cbr /\u003e\nthe current selected state mask will be used as the startup state for the object. This allows you to test\u003cbr /\u003e\nspecific state during the game design.\u003cbr /\u003e\n\u003cbr /\u003e\nThe controller display the state they belong to with a new button in the controller header. When you add\u003cbr /\u003e\na new controller, it is added by default in the lowest enabled state. You can change the controller state\u003cbr /\u003e\nby clicking on the button and selecting another state. If more than one state is enabled in the object\u003cbr /\u003e\nstate mask, controllers are grouped by state for more readibility.\u003cbr /\u003e\n\u003cbr /\u003e\nThe new Sta button in the sensor and actuator column header allows you to display only the sensors and\u003cbr /\u003e\nactuators that are linked to visible controllers.\u003cbr /\u003e\n\u003cbr /\u003e\nA new state actuator is available to modify the state during the game. It defines a bit mask and\u003cbr /\u003e\nthe operation to apply on the current object state mask:\u003cbr /\u003e",1]);//--></SCRIPT>an Always sensor in no pulse mode that is connected to a single state (i.e connected to one or more controllers of a single state) will generate a pulse each time the state becomes active. This feature is not available on all sensors, see the notes below. GUI === This system system is fully configurable through the GUI: the object state mask is visible under the object bar in the controller's colum as an array of buttons just like the 3D view layer mask. Click on a state bit to only display the controllers of that state. You can select more than one state with SHIFT-click. The All button sets all the bits so that you can see all the controllers of the object. The Ini button sets the state mask back to the object default state. You can change the default state of object by first selecting the desired state mask and storing using the menu under the State button. If you define a default state mask, it will be loaded into the object state make when you load the blend file or when you run the game under the blenderplayer. However, when you run the game under Blender, the current selected state mask will be used as the startup state for the object. This allows you to test specific state during the game design. The controller display the state they belong to with a new button in the controller header. When you add a new controller, it is added by default in the lowest enabled state. You can change the controller state by clicking on the button and selecting another state. If more than one state is enabled in the object state mask, controllers are grouped by state for more readibility. The new Sta button in the sensor and actuator column header allows you to display only the sensors and actuators that are linked to visible controllers. A new state actuator is available to modify the state during the game. It defines a bit mask and the operation to apply on the current object state mask: <SCRIPT><!--D(["mb","\n\u003cbr /\u003e\nCpy: the bit mask is copied to the object state mask.\u003cbr /\u003e\nAdd: the bits that set in the bit mask will be turned on in the object state mask.\u003cbr /\u003e\nSub: the bits that set in the bit mask will be turned off in the object state mask.\u003cbr /\u003e\nInv: the bits that set in the bit mask will be inverted in the objecyy state mask.\u003cbr /\u003e\n\u003cbr /\u003e\nNotes\u003cbr /\u003e\n\u003d\u003d\u003d\u003d\u003d\u003cbr /\u003e\n- Although states have no name, a simply convention consists in using the name of the first controller\u003cbr /\u003e\n \u0026nbsp;of the state as the state name. The GUI will support that convention by displaying as a hint the name\u003cbr /\u003e\n \u0026nbsp;of the first controller of the state when you move the mouse over a state bit of the object state mask\u003cbr /\u003e\n \u0026nbsp;or of the state actuator bit mask.\u003cbr /\u003e\n- Each object has a state mask and each object can have a state engine but if several objects are\u003cbr /\u003e\n \u0026nbsp;part of a logical group, it is recommended to put the state engine only in the main object and to\u003cbr /\u003e\n \u0026nbsp;link the controllers of that object to the sensors and actuators of the different objects.\u003cbr /\u003e\n- When loading an old blend file, the state mask of all objects and controllers are initialized to 1\u003cbr /\u003e\n \u0026nbsp;so that all the controllers belong to this single state. This ensures backward compatibility with\u003cbr /\u003e\n \u0026nbsp;existing game.\u003cbr /\u003e\n- When the state actuator is activated at the same time as other actuators, these actuators are\u003cbr /\u003e\n \u0026nbsp;guaranteed to execute before being eventually disabled due to the state change. This is useful for\u003cbr /\u003e\n \u0026nbsp;example to send a message or update a property at the time of changing the state.\u003cbr /\u003e\n- Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they\u003cbr /\u003e\n \u0026nbsp;are acticated again, they will behave as follow:\u003cbr /\u003e\n \u0026nbsp;* keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;to new key press.\u003cbr /\u003e\n \u0026nbsp;* collision sensor: objects already colliding won't be detected. Only new collisions are\u003cbr /\u003e",1]);//--></SCRIPT> Cpy: the bit mask is copied to the object state mask. Add: the bits that set in the bit mask will be turned on in the object state mask. Sub: the bits that set in the bit mask will be turned off in the object state mask. Inv: the bits that set in the bit mask will be inverted in the objecyy state mask. Notes ===== - Although states have no name, a simply convention consists in using the name of the first controller of the state as the state name. The GUI will support that convention by displaying as a hint the name of the first controller of the state when you move the mouse over a state bit of the object state mask or of the state actuator bit mask. - Each object has a state mask and each object can have a state engine but if several objects are part of a logical group, it is recommended to put the state engine only in the main object and to link the controllers of that object to the sensors and actuators of the different objects. - When loading an old blend file, the state mask of all objects and controllers are initialized to 1 so that all the controllers belong to this single state. This ensures backward compatibility with existing game. - When the state actuator is activated at the same time as other actuators, these actuators are guaranteed to execute before being eventually disabled due to the state change. This is useful for example to send a message or update a property at the time of changing the state. - Sensors that depend on underlying resource won't reset fully when they are isolated. By the time they are acticated again, they will behave as follow: * keyboard sensor: keys already pressed won't be detected. The keyboard sensor is only sensitive to new key press. * collision sensor: objects already colliding won't be detected. Only new collisions are <SCRIPT><!--D(["mb","\n \u0026nbsp; \u0026nbsp;detected.\u003cbr /\u003e\n \u0026nbsp;* near and radar sensor: same as collision sensor.\u003cbr /\u003e\n\u003cbr /\u003e\nModified Paths:\u003cbr /\u003e\n--------------\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/projectfiles_vc7\u003cwbr /\u003e/gameengine/ketsji/KX_ketsji\u003cwbr /\u003e.vcproj\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/blenkernel/intern/sca.c\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/blenloader/intern/readfile.c\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/blenloader/intern/writefile.c\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/include/BIF_butspace.h\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/include/BIF_interface.h\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/include/butspace.h\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/makesdna/DNA_actuator_types.h\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/makesdna/DNA_controller_types\u003cwbr /\u003e.h\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/makesdna/DNA_object_types.h\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/makesdna/DNA_sensor_types.h\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/src/buttons_logic.c\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/blender\u003cwbr /\u003e/src/interface.c\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/gameengin\u003cwbr /\u003ee/Converter/BL_BlenderDataConv\u003cwbr /\u003eersion.cpp\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/gameengin\u003cwbr /\u003ee/Converter/KX_ConvertActuator\u003cwbr /\u003es.cpp\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/gameengin\u003cwbr /\u003ee/Converter/KX_ConvertControll\u003cwbr /\u003eers.cpp\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/gameengin\u003cwbr /\u003ee/GameLogic/SCA_AlwaysSensor\u003cwbr /\u003e.cpp\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/gameengin\u003cwbr /\u003ee/GameLogic/SCA_AlwaysSensor.h\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/gameengin\u003cwbr /\u003ee/GameLogic/SCA_IActuator.cpp\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/gameengin\u003cwbr /\u003ee/GameLogic/SCA_IActuator.h\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/gameengin\u003cwbr /\u003ee/GameLogic/SCA_IController\u003cwbr /\u003e.cpp\u003cbr /\u003e\n \u0026nbsp; \u0026nbsp;trunk/blender/source/gameengin\u003cwbr /\u003ee/GameLogic/SCA_IController.h\u003cbr /\u003e",1]);//--></SCRIPT>detected. * near and radar sensor: same as collision sensor.
__________________
“Estamos girando a través de un espacio sin fin, con una velocidad inconcebible, todo alrededor nuestro está girando, todo se está moviendo, por todas partes hay energía. Deberá haber alguna manera de servirnos de esta energía más directamente. Entonces, con la luz obtenida del medio, con la energía derivada de él, con cada forma de energía obtenida sin esfuerzo, del eternamente inagotable almacén, la humanidad avanzará a pasos agigantados.....” Nikola Tesla 1891
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#37 (enlace permanente) |
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Senior Member
Fecha de Ingreso: julio-2005
Ubicación: To the end of the world
Mensajes: 6.004
* Ha dado las gracias: 14
* Le han agradecido 75 veces en 56 mensajes.
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Gracias, molaaaa. Alguna vez lo en falta he echado algo así.:
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Pero si ahora sólo dejan contratar profesionales, tele5 tendrá que cerrar, ¿no? Patricia Conde
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#38 (enlace permanente) |
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Administrador
Fecha de Ingreso: abril-2002
Ubicación: 28.10º N 15.43º W in a blue planet.
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__________________
Obtén enseñanza tradicional en arte y cine. Los ordenadores solo son herramientas. Ellos no pueden tomar decisiones creativas, y solo pueden crear trabajos tan buenos como tus conocimientos y tu experiencia les permita. Victor Navone |
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#39 (enlace permanente) |
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Senior Member
Fecha de Ingreso: julio-2005
Ubicación: To the end of the world
Mensajes: 6.004
* Ha dado las gracias: 14
* Le han agradecido 75 veces en 56 mensajes.
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__________________
Pero si ahora sólo dejan contratar profesionales, tele5 tendrá que cerrar, ¿no? Patricia Conde
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#40 (enlace permanente) |
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Senior Member
Fecha de Ingreso: agosto-2005
Ubicación: lavapies, madrid
Mensajes: 170
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* Le han agradecido 0 veces en 0 mensajes.
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Un preview del juego.
Apricot » Blog Archive » NLGD expo and Crystal Space movie PD: En cuanto al tema de los estados: Una de las formas de conseguir interacción en crystalspace son los quest, que vienen a ser una una máquina de estados, con los que podemos hacer que las entidades reaccionen ante ciertos eventos. Con el editor de quest de b2cs es la forma más sencilla (o al menos la más gráfica) de conseguir interacción en CS. Un saludo.
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Videos B2CS http://www.youtube.com/user/juansolo3d |
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#41 (enlace permanente) |
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Senior Member
Fecha de Ingreso: agosto-2005
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que es un state engine?
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#42 (enlace permanente) |
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Habitacus!
Fecha de Ingreso: febrero-2004
Ubicación: Carthagonova
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Juas! ahí está el impresentable de Venom! se parece a uno de sus personajes :P
http://apricot.blender.org/wp-conten...6/img_1404.jpg
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.: Retro Invaders :: Glest, juego RTS OpenSource :: Ungoliante Blog ::Diseño web :. |
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#43 (enlace permanente) |
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BlenderAdicto
Fecha de Ingreso: diciembre-2004
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Antes de leer mi mensaje, imagina que lo escribe tu humorista favorito, a ver si así consigues captarlo mejor, porque yo nunca escribo enfadado, aunque pueda parecertelo. -------------------------------- "Algún día todo será digital". Caronte. My latest personal work |
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#44 (enlace permanente) |
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Senior Member
Fecha de Ingreso: agosto-2005
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¿nadie me puede responder a mi pregunta? :-(
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#45 (enlace permanente) |
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Habitacus!
Fecha de Ingreso: febrero-2004
Ubicación: Carthagonova
Mensajes: 4.830
* Ha dado las gracias: 0
* Le han agradecido 0 veces en 0 mensajes.
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Es una "Máquina de estados", se usa mucho para controlar los eventos en los videojuegos
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.: Retro Invaders :: Glest, juego RTS OpenSource :: Ungoliante Blog ::Diseño web :. |
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| Yo Frankie! - Apricot Open Game Project » Source code stoled by hackers !!! | Este hilo | Refback | 25-feb-2009 03:20 | |
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