Yeah, like I say, the word “tutorial” is just being ignored.
@normen said:
Yeah, like I say, the word "tutorial" is just being ignored.
I went through almost all the tutorials...
There are none saying something about NPCs, animals, AI, mobs or whatever else there can be.
If you read a manual on how to use a spade it won’t tell you how to dig a trench…
JME3 gives you the tools, you need to break down the problem into components and then work out how to do them.
For example:
Animal needs:
AI
Model
Animation
Physics (maybe - there are several ways to do the positioning and collision stuff some of which use physics some of which don’t)
etc.
For each of those you need to work out how you are going to do it, how you are going to link them together, etc. JME3 has tutorials on most of those things (AI really is a massive subject in of itself but a basic walk at random AI is an ok place to start).
JME3 gives you the tools, you still need to do the building and there is no “make an animal” tutorial as different games will have different requirements and hence different solutions to many of the problems above. You need to look at the various parts of your problem, do the tutorials for those parts and decide (maybe even try a few options) what solution you are using for the unique properties of your game.
@ivandonat said:
I went through almost all the tutorials...
There are none saying something about NPCs, animals, AI, mobs or whatever else there can be.
@normen said:
no, skimming them for the word "npc" doesn't count. [...] If you want that, get some moddable FPS.
@zarch said:
If you read a manual on how to use a spade it won't tell you how to dig a trench...
JME3 gives you the tools, you need to break down the problem into components and then work out how to do them.
For example:
Animal needs:
AI
Model
Animation
Physics (maybe - there are several ways to do the positioning and collision stuff some of which use physics some of which don't)
etc.
For each of those you need to work out how you are going to do it, how you are going to link them together, etc. JME3 has tutorials on most of those things (AI really is a massive subject in of itself but a basic walk at random AI is an ok place to start).
JME3 gives you the tools, you still need to do the building and there is no "make an animal" tutorial as different games will have different requirements and hence different solutions to many of the problems above. You need to look at the various parts of your problem, do the tutorials for those parts and decide (maybe even try a few options) what solution you are using for the unique properties of your game.
I was wondering about physics, I just forgot to reference it as physics. :O
Well that is my problem.
Whenever I use CharacterControl with the mob it goes wrong, I just make a Box and add CharacterControl's as it's control (I create the CharacterControl properly, I am sure about that) and then attach it to rootNode and bulletState.
“it goes wrong”.
That’s like calling a mechanic friend and saying “my car goes wrong”. They can’t really do much for you.
http://www.mikeash.com/getting_answers.html
You need to step by step say what you are doing, what you expect to see, what you actually see…or better yet present a simple test case demonstrating the problem.
Either way I’ve no experience on the physics engine side of JME3 so I can’t help you any more.
All People, How can I close this topic because I fixed the problem.
Seems like I was doing it all right just I added control to the wrong thing
@ivandonat said:
All People, How can I close this topic because I fixed the problem.
Seems like I was doing it all right just I added control to the wrong thing
Topics stay open, unless they are duplicate posts, so that others may use any info in them in the future. Someone will, inevitably, have the same question.
Just edit the first post and put “[fixed]” or “[resolved]” or similar at the start of the heading.
That way the record is still here but people know its fixed before looking at it.
Also, just for future reference - it’s better to use spherical or capsule collision shape than box one, as with box there ALWAYS will be problems on not even (i.e. not flat) terrain.