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BUGSMASHERS! Episode 21

16 March 201600:09:39206 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:09

    hey everyone welcome back to bug Smashers as you guys can see got myself a nice little haircut and you know why I'm preparing for myself for the new movie barers shop 3 that fancy cut I know it's next cut but I like fancy better bug bashes hey everyone we are here in my fancy Dancy freelancer I can put some posters up here sometime it's a little bit bare but regardless of that uh we're checking out a little bug here that you guys may have saw during the PTU where when you leave um you know your space and go out into the world uh you're leaving our little Zone and entering the world Zone and during that transition the player

  2. 00:00:56

    velocity tends to go insane uh sometimes it would p you down and you'd instantly die uh or you'd fly all the way across the map or the best case scenario which you'll probably see here well you just stop dead on so I'm going to hold down the W key and as I exited I just immediately stopped I could keep flying now but um when I transition out I stop and then my velocity gets wonky and then as you can see I'm going completely different direction so and if I fly back in the same thing will occur I should stop yep I sto things get wonky and now I'm back in the right spot so

  3. 00:01:43

    transitioning from our interior grid to our world grid there's some wonkiness going on um and we're going to take a look at some of the fixes there were quite a few that went into uh 2 two um so let me move my fany the the game over on the side and we have here um the command buffer this is basically the area where all the joints get updated and the the skeleton or the player skeleton of the bones they get animated they move around and we also have this thing called the Physics location which is the point where basically the skeleton is so the skeleton's here and all the bones move around and this little bad boy here updates uh the basically the physics

  4. 00:02:33

    position so if I move my bone or if I move it away it has to update that and unfortunately this physics position could be in zone space or World space because you were transitioning to and from and it doesn't handle that very well so uh Ivo in the Frankfurt office um let me put back his code um did this little trick to make sure that the physics position and this part of the code is always in World space um basically if we have a owning entity which will be U usually the The Entity that the skeleton owns like me the player uh we check to see what zone it's in and if this bad boy right here um since player is always in a Zone he's

  5. 00:03:22

    either in the world zone or the the zone of the ship it will get the transformation um and then we'll get the world space transformation so if our physics position is in the zone or if it's in the world space it make sure that we transform that to World space so this bad boy will be like all right if you're in a Zone and doesn't matter where you are we're going to transform you into World space so now these physics locations are always in um world space and the reason and mostly because um this code relied on everything in being in World space and it's a lot easier to just let it do its World space calculations then when it's time to talk to physics which is this fun bad boy here um we're going to make sure that

  6. 00:04:14

    let's see in this part of the code um it gets the character physics and then it reassigns the grid but there could be an instance where the physics is behind and the entity in a new grid and we just haven't synced yet so if we're going to transform those positions um into our physics now uh they're World space currently but we have to convert them to the zone that the physics is in so the first thing we want to do is make sure that our physics is going to be in the proper Zone that our entity is in so I'm doing this bit of code what this does is we added a um I should say IO added a um current G to this function and what this does is when

  7. 00:05:04

    this function gets called we actually get the entity grid of the the player so that we're immediately know the correct grid we should be in and then so now um their physics goes in the correct grid and we add this little flag here saying hey we've done a grid change check to make sure that the physics should update um you know my position or velocity values based on that grid so instead of so if before they were over here in World space and now they're in this um you know uh freelancer it'll move all of our position information to be relative to the that grid and finally um this is where we use those physics positions um from the command buffer as you guys saw here but since now they're guaranteed to be in

  8. 00:05:53

    World space um these are going to be World space coordinates however we we might be in the grid of you know some other thing like the freelancer so now we're feeding in World space coordinates to a completely different Zone that's not going to work so I'm doing some more fun code here we go um we have this Q transition which is basically what we've done back here but we do it in reverse so we get whatever Zone we're in we get the inverted this um transformation so that now we transform our world space difference in to Zone space and then we divide it by time

  9. 00:06:41

    we're basically getting our differences in our physics coordinates and applying that as velocity but since they were World space we transform it using this um inverted Matrix to the Zone space and then we divided by our time and that gets us our velocity so now our positions are guaranteed to be in World space so it can do its calculations and then when we set it back to physics we make sure that we're in the correct Zone that um The Entity is in and then we take those World space coordinates convert them to the proper Zone space so that we could apply our push velocity on the skeleton physics so recode just finished now we're going to pop back into the game and if I fly out ooo look at that I keep

  10. 00:07:31

    flying out so I maintain my momentum instead of just stopping and when I come back in he maintains his velocity except when he hits the bottom he gets friction so he kind of slows down but jumping out I maintain my velocity woohoo ah zones and as you can see there's kind of a camera um glitchiness there's still some um other parts of the air we have to fix up too but we're slowly making it there and I hope you guys enjoyed cheers so as you guys saw here we're having some fun issues with our you know World space to you know in our ship going to and fr making sure that we keep our velocities our

  11. 00:08:20

    positions you know our angle rotations and everything um perfect so when you go from one to the other you don't notice it there is still some issues and we're working them out out um it's a difficult problem especially when you have a Zone within a Zone within a Zone and you want to make sure that when you transfer go through them like you're in a hornet and you get out of and then you're in a big ship and a big ship and a big ship we have to make sure that those Transformations all look and feel correct and it's a big challenge especially syncing up our physics from our game code since they're um you know in two different threads running at different times keeping those in sync at different points it's very very hard but we got people in Frankfurt UK and even here working on it to make sure your experience is better and thanks to you

  12. 00:09:07

    guys for posting those bugs especially on when we had the PTU they helped out quite tremendously hope you guys enjoyed and see you guys next time

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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