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flysouth

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Posts posted by flysouth

  1. The white board looks like it might be an Arduino shield. You dont need that if you are happy to solder wires or pins into the ESP8266.

    The docs for the ESP8266 are poor but if you google it you will find a lot of info because it has a very large fan base.

    Take a look at this page: http://hackaday.com/2015/03/18/how-to-directly-program-an-inexpensive-esp8266-wifi-module/


    To program it you need a USB to TTL converter here: https://www.adafruit.com/product/954 or search for USB to TTL on alliexpree. Look for the one that does 5v and 3.3v. Note that the ESP8266 works on 3.3V so make sure you use that setting on USB to TTL converter


    Buttons and resistor for reset.

    Put this "ESP8266 to MPU-6050 circuit" into Google an you get this... http://www.esp8266-projects.com/2015/12/mailbag-mpu6050-module-i2c-driver-init.html


    SOmething you might have noticed on the first link in this post. There is a way to make the ESP8266 work using an Arduino setup. Then you will find plenty of code to connect a MPU-6050 to an Arduino. That means all the code is done already... just a thought.


    You will need to use a 3.3v votage regulator to power the circuit. You could then use a small 9v battery to power everything. I am not sure how long it would last, I have not tested it with a small battery.


    Who can help you with manufacturing... I could maybe help with that, let me know what you have in mind


    Regarding the router I dont know for sure but I think it will work.

  2. Just to add to the above...

    SDA & SCK (SCL or SCLK) are the names of the pins on the I2C bus. So if you find the datasheet for the MPU6050 board that you want to use there will be an SDA & SCK pin on it. Those pins would be connected to GPIO4 & GPIO5 on the ESP8266 module.

    If you search for the ESP8266 you will find that there are various PCB's that you can purchase. Some have more pins and others. Just make sure the one you use has GPIO4 & GPIO5 on it


    Datasheet for MPU6050: https://www.cdiweb.com/datasheets/invensense/MPU-6050_DataSheet_V3%204.pdf


    Of course the diagram I have shown is if you connected the MPU6050 IC to the WIFI module. Unless you make your own PCB you would need to see which pins are being used on the MPU6050 PCB you purchase


    I hope this helps

    pins.jpg.b3d35a5ee9602c36e35411ab40224727.jpg

  3. The ESP8266 is a WIFI module. It can be controlled using 'AT' style commands from an Arduino or PC.

    You can also download the ESP8266 SDK and program it directly, then you dont need the Arduino which I think they are doing.

    The ESP8266 is a very capable device. It comes standard with a built in web server too. It has firmware that allows it to be programmed in Python etc.

    So it can be configured as a server or client and it is fairly cheap.


    The movement sensor is connected to the ESP8266 using an I2c bus.

    In the code they define the pins as:

    // SDA on GPIO4
    #define I2C_SDA_MUX PERIPHS_IO_MUX_GPIO4_U
    #define I2C_SDA_FUNC FUNC_GPIO4
    #define I2C_SDA_PIN 4
    
    // SCK on GPIO5
    #define I2C_SCK_MUX PERIPHS_IO_MUX_GPIO5_U
    #define I2C_SCK_FUNC FUNC_GPIO5
    #define I2C_SCK_PIN 5

  4. @irei1as thank you that solved it :)

    Now I just need to figure out why when the arms move they go from being at 90 degrees to the base to being parallel with the base even though the root pose is correct :shock:

  5. I have a simple robot arm which consists of a rotating base, a lower arm which is a child of the base and an upper arm which is a child of the lower arm. I created key-frame animation for each section and exported the animation as separate files.

    I am now trying to get things to work correctly in T3D with little success.

    When I play a lower arm animation it always turns the rotating base to a default position which is not what I want. When I move the upper arm it always moves the base and the lower arm to default positions. I have tried using the Blend feature when creating the sequences in the shape editor, but this does not appear to change anything.

    Any help / suggestions will be appreciated.

  6. only when the player hits the door's collision area.

    I am a bit puzzled by this... Collisions are dont have to be with a player. A non moving object can detect when something colides with it. Does this not mean thast the object is also constantly doing a check?
  7. mmm interesting. I went to the page where Konrad Kiss writes about using collisions and just a bit further down Bryan Sawler makes this statement

    A ray-cast will be, in most cases quicker, and any kind of complex object (convex hulls and up) generally use multiple ray-casts in their collision determination

    So we are back to racasts lol.


    But in your look at the code it appears if the player is constantly doing a raycasts to see if it collides with a trigger for example. If this is the case using the trigger might be better because you can take advantage of something that is happening already, It does make you wonder if you use script to do a player raycast does it just use the data that is already being gathered by the ray cast that the player is always doing?

  8. @TorqueFan Thanks for all the detail. It has given me some ideas and plenty to think about.

     

    So it will continue to 'listen' but it won't execute the raycast search code unless the player object is within the bounds of the trigger.

    My understanding that the trigger itself works by doing a raycast of the trigger area??

    Looking at this would it not depend on how many items the player can interact with vs how many players there are? If you have 1 player with say a 100 doors then you only have one raycast doing it from the player vs 100 doing it from trigger events?

  9. I created the mesh when I created the model. Because I made it a child of the model it moves when the door moves. The mesh does work but only after I have fire a few shots through it. I read somewhere that there was a player cash problem with moving collision meshes. The post was from a couple of years back so I am not sure if that still applies.

    Strangely I did not have this problem with my swing door which was made the same way.

  10. What you should do is have your event(the moving of the door/collision) fire off after a successful raycast. So shoot a ray at the door from your player's eye and once it hits, fire off the event that handles the animation of the door/collision shape.

     

    I am scheduling a raycast evry 300 ms to look in front of my player to see what the player can interact with. I dont want them to collide with door to do this. When a door is detected an option to unlock or open the door is shown in a HUD. They can then decide to open it if they want.

    According to the T3D doc the trigger tick is every 100ms so it might have more overhead than my schedule raycast every 300ms???

  11. I did some more testing and discovered that I can shoot through the collision mesh and after 3 shots then it works correctly.

    I made a new set of test doors just 2 cubes and they did exactly the same.

    This is in ver 3.8.

    It is almost like there is some sort of 'damage' layer on the collision mesh which once shot 3 times is destroyed?

  12. I created a swing door which had a collision mesh as a child. This works well and blocks player when closed and allows through when open. I have now created a sliding door using the same technique but in T3D the collision mesh does not move with the door. I read that this works if you put a bounding box around it but I tried that and things remained the same. I know that there is a door resource somewhere but I would like to do this without c++ changes.

    If I view it in the T3d editor and show the collsion mesh it does move with the doors as can be seen in the image. However in the mission you can see in the middle a white square which seems to be the collision mesh. If I turn off collision then the player can pass through.

    edit.jpg.de5d8537555db446d5924e6b7ec2d3b0.jpg

    map.jpg.fa71f8a5a5951be13debd66033a36594.jpg

  13. I tried setBasicLighting() to see how much difference that made and my sea turned red. Everthing else looks OK

    How do I reset it back to whatever it was?


    Okay found it setAdvancedLighting :)


    Now looks like this.

    beach1.jpg.0ef2fc6bb1f114f3a77cad088b6e53ed.jpg

    beach.jpg.14cdd0e4210317b6ee14bc9b5844c311.jpg

  14. 3.9 has terrain backfaces
    Does it not just render what is visible?

    I have now compared same empty mission with player just looking at sun in sky..

    3.8 170 fps and 3.9 115 fps

    If I change 3.9 to DX11 then the same test drops to 100 fps


    Aiming at horizon in 'empty room' mission.


    1024 x 768.

    3.8 190 fps and 3.9 154 fps.

    1920 x 1080

    3.8 210 fps and 3.9 154 fps


    So in 3.8 it got faster when I set it to the 1920 x 1080 (default resolution for my monitor)

  15. Hi


    Apart from 3.9 colors being a bit strange compared to 3.8 the other thing I have noticed is that in an empty desert map with graphics card settings done using auto I get +- 200fps on 3.8 and only 150fps on 3.9.


    It is an oldish PC and it is running win7 32 bit - Intel Core2 Quad @ 2.66 GHz. and 4Gb ram. The graphics card is a AMD Radeon HD5800 with 2 Gb ram

  16. @Azaezel Thanks for the explanation. I have already done it in the PlayerData::onAdd, so I am glad to see that you have suggested that too. I assume that this will then work for each player that joins the game? At some stage I will set install it on another PC to test this.

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