Thursday, September 2, 2010

Sandbox City Updated to Version 3 - 01 Sep 2010

I uploaded the latest version of  Sandbox City yesterday.  The big new thing was my first attempts at using scripts and flowgraphs.  In more detail I made the following additions:

* Clickable welcome and sandbox signs that open a web page when you click on them.  These use the ARItem entity with a link to a web page via flowgraph.  The welcome sign comes here to this blog, and the sandbox sign goes to a tutorial list on the Blue Mars wiki.  Flowgraphs are a graphical way to program actions within Blue Mars:



* A teleport network and sky platform with map.  Since Sandbox City is 4096m x 4096m with a bunch of islands, visitors need a way to get around faster than jogging or swimming.  Clicking any sign takes you up to the sky platform, then clicking any pin on the map takes you to that location.  The map is simply a screenshot of the city from above, so hopefully it will be clear what to do without instructions.

* Tiki huts to the right of the spawn point.  I am working on a series of modular Tiki style hut parts as a kit.  There are several sizes so far (8x8, 8x12, and 12x12m), and three wall styles.  The wall/door/window sections can be used in any combination to make different layouts, and then the finished hut can be turned into a "prefab" and placed as a unit or copied as needed.

* A scripted boat near the spawn point as a test item.  This uses a script made by Davy and Corey, and adapted for my city and the boat model.  It works, but it is a little unstable.  This is a first step to having vehicles, and I hope we get much better working ones in the future. Controls are: click to get on,  WASD to steer, and space bar to get off.  If you fall off, then use spacebar and click the boat again to get back on.

4 Comments:

At September 9, 2010 at 2:54 PM , OpenID Dale Innis said...

Clicking on the sign to get to the weblog works! :)

 
At September 9, 2010 at 3:51 PM , Blogger Dale Innis said...

The boat doesn't seem to work at all for me. Well, click to get on and space to get off do, but the boat doesn't move...

 
At September 9, 2010 at 3:54 PM , Blogger Dale Innis said...

Ooh, I take it back! The boat did eventually sort of work. I just had to mash the keys alot. Or something. Not the most responsive of vehicles :) but a nice prototype!

 
At September 9, 2010 at 7:11 PM , Blogger DanielRavenNest said...

If I made it respond faster, it tends to fly off the waves, flip over, and dump you off. Just hit the movement keys several times. Try driving on land too *smile*. It's the first script I have used in Blue Mars, and it has physics interaction with the boat, so yes, it's very prototype.

I like how the boat responds to the waves, it's very realistic, even though I didn't program any of that in. I just created the boat model, and specified mass, water density, and motor implulse when you steer. The rest is up to the CryEngine physics

 

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