I'm not starting tonight. So I don't have any code.
But I'm going to make an open-source non-physical track follower.
If anyone wants to help, please post chunks here or IM me.
Thanks.
These forums are CLOSED. Please visit the new forums HERE
That's It. I'm making an open-source track follower. God help us all |
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Rez Gray
Registered User
Join date: 2 Apr 2007
Posts: 23
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09-01-2008 20:40
I'm not starting tonight. So I don't have any code.
But I'm going to make an open-source non-physical track follower. If anyone wants to help, please post chunks here or IM me. Thanks. |
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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09-01-2008 20:43
CODE
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Rez Gray
Registered User
Join date: 2 Apr 2007
Posts: 23
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09-01-2008 21:18
Notes for tomorrow when I start coding:
//Programming Path Take vehicle, drop at start position, 'save' , move to next waypoint and rotate to face next target, save, edit, save, repeat. Dump results to chat. Save to notecard. Put notecard in object rezzer. Rezzer would ask which route to take, etc. //Path Data [command],<target position>, <vehicle rotation>,<speed> //Commands MOVE|<target>|<rotation>|speed WARP|<target>|<rotation> SAY|"string" - for tours and destination announcements SOUND|"uuid" - emits designated sound PAUSE|time GOTO|step - scrolls back to set step in path RESET - resets to first step in path DIE - deletes the craft. |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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09-01-2008 21:24
I wrote one of these a while back for a lady whose sim then went bottom up and she decided she couldn't pay as agreed. Seeing as I never relinquished the rights to it, I'll see if I can find the scripts at some point and post it. Then you can use it or take useful bits as you please.
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Lightwave Valkyrie
Registered User
Join date: 30 Jan 2004
Posts: 666
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09-01-2008 21:30
there is an open source one i think ill look for it...
ya but its physical by Jeffrey Gomez /54/05/30251/1.html _____________________
L$ is the root of all evil
videos work! thanks SL ![]() |
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Rez Gray
Registered User
Join date: 2 Apr 2007
Posts: 23
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09-01-2008 21:36
I'm laying in groundwork code right now before I pass out. I'll work on it some more tomororw.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
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09-02-2008 10:24
I have one, that uses "nonphy" move code, that I started for someone who didn't end up using it. Let me know if you'd like the code. No problem letting it go public domain.
For mine, you don't get a choice of different routes. No doubt that could be added, doing it by notecard name for example. |
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
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09-02-2008 13:30
Heh. I made a non-phy vehicle too, that over time talked to waypoint objects, read a notecard, or used hard-coded coordinates in the script. That's not open-sourcable, since my client did pay me for that work
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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09-02-2008 13:46
One thing if you want the script to be as responsive as possible; is to try and make your messages as fast to parse as possible. Don't worry about human readability, as long as your scripts are easy to set-up it shouldn't matter. However, time wasted parsing strings (especially if you have to use methods like llParseString2List and so-on) is time that your train/vehicle loses when trying to respond.
If you can transmit data as integers then it will benefit you as you as Mono is very fast at processing them, the more data you can fit into them the better. Strings should be avoided at all costs IMO except to actually transmit the data (since we have no choice). _____________________
Computer (Mac Pro):
2 x Quad Core 3.2ghz Xeon 10gb DDR2 800mhz FB-DIMMS 4 x 750gb, 32mb cache hard-drives (RAID-0/striped) NVidia GeForce 8800GT (512mb) |
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Rez Gray
Registered User
Join date: 2 Apr 2007
Posts: 23
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09-02-2008 22:41
Well. I had a decent go at it tonight. I got basic programming and storage working.
I'd show off the script but it's ugly as hell and somewhat confusing. A couple of questions. 1. I'd like a smooth rotation from point to point. I have the rotations desired at each point already stored. How would I best be served to make a smooth rotation between start and end, for smooth-ish animation? 2. Barring that. How do I do a 'look at target' and 'autolevel' the craft? Assuming that I want to face the target using the front X-axis? Thanks. |
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Sleepy Xue
I script Pretty HUDs
Join date: 22 Jun 2008
Posts: 57
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09-02-2008 22:49
I'm not starting tonight. So I don't have any code. But I'm going to make an open-source non-physical track follower. If anyone wants to help, please post chunks here or IM me. Thanks. LOL I thought you meant like a "great" open source TRAP. I was like "Oh jeez. This is gonna be painful". |
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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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09-03-2008 04:52
1. I'd like a smooth rotation from point to point. I have the rotations desired at each point already stored. How would I best be served to make a smooth rotation between start and end, for smooth-ish animation? 2. Barring that. How do I do a 'look at target' and 'autolevel' the craft? Assuming that I want to face the target using the front X-axis? Surely llRotLookAt() is all you need? It takes regular rotations (like you'd feed into llSetRot()) but can perform the rotation smoothly. If you have a suitable rotation, that would leave your train rotated correctly then it should be fine I think. _____________________
Computer (Mac Pro):
2 x Quad Core 3.2ghz Xeon 10gb DDR2 800mhz FB-DIMMS 4 x 750gb, 32mb cache hard-drives (RAID-0/striped) NVidia GeForce 8800GT (512mb) |
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Cypher Ragu
[Mad Scientist]
Join date: 6 Jul 2008
Posts: 174
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09-10-2008 19:26
Hey, I'm working on the exact same thing, lol... I've already got it working, however I'm trying to add support for "Stops." where it automaticallly pauses for a few seconds before starting up again... Maybe we could work on it as a joint project?
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Life is a highway... And I just missed my exit.
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Rez Gray
Registered User
Join date: 2 Apr 2007
Posts: 23
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09-10-2008 22:21
Sure thing. I have running beta code that just records stops an plays back the track. SL's been kicking my arse all week. Drop me an IM.
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Ruthven Willenov
Darkness in your light
Join date: 16 Jan 2008
Posts: 965
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10-19-2008 12:28
*bump* just wondering what's up with this since it's been a month since anyone said anything. still working on it?
_____________________
Dark Heart Emporium
http://www.xstreetsl.com/modules.php?name=Marketplace&MerchantID=133020 want more layers for tattoos, specifically for the head? vote here http://jira.secondlife.com/browse/VWR-1449? llDetectedCollision* Functions similar to touch http://jira.secondlife.com/browse/SVC-3369 |
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Rez Gray
Registered User
Join date: 2 Apr 2007
Posts: 23
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10-20-2008 05:27
I have a beta written and loose in the world. It's got a few dodgy bits but it works mostly like I wanted it.
I'll be posting it after I get home from work this evening. |
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Rez Gray
Registered User
Join date: 2 Apr 2007
Posts: 23
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10-20-2008 05:52
The code isn't cleaned up for posting. You can see the current stage at
http://postreply.org/viewtopic.php?f=2&t=18 I'll be cleaning it up from work and adding comments. |
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Debbie Trilling
Our Lady of Peenemünde
Join date: 17 Oct 2006
Posts: 434
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10-20-2008 06:12
Look forward to seeing it, thanks.
I have been working on a cross-sim non-physical monorail script for last few weeks. Works well and am currently working on adding "stops". The smooth rotation problem was solved by using "Slerp" (Spherical Linear Interpolation), which I had not heard of until I posted a query of these very forums... This thread proved invaluable, especially posts #11, #13 and #14 /54/3b/50692/1.html _____________________
http://wiki.secondlife.com/wiki/User:debbie_Trilling
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Innula Zenovka
Registered User
Join date: 20 Jun 2007
Posts: 1,825
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10-20-2008 15:22
Look forward to seeing it, thanks. I have been working on a cross-sim non-physical monorail script for last few weeks. Works well and am currently working on adding "stops". The smooth rotation problem was solved by using "Slerp" (Spherical Linear Interpolation), which I had not heard of until I posted a query of these very forums... This thread proved invaluable, especially posts #11, #13 and #14 /54/3b/50692/1.html I feel horribly stupid asking this, but in the various examples what does "float t" represent in something like "rotation interpolateRot(rotation a, rotation b, float t)"? |
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
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10-20-2008 15:37
I feel horribly stupid asking this, but in the various examples what does "float t" represent in something like "rotation interpolateRot(rotation a, rotation b, float t)"? It represents the weight of the average between 'a' and 'b'. Presumably (often) if t=0 the result is equal to 'a' and if t=1 the result is equal to 'b'. Values in between will result in some mix of the two, and values outside that range are USUALLY meaningless. There are many other forms of interpolation besides the commonly used straight linear combination of two endpoints though, and the extrema won't always exactly match one of the input points. See http://en.wikipedia.org/wiki/Interpolation |