Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ninekorn

#46
Mods / Re: NEWS - 9sMODs - Part 2.3.1 - NEWS
August 14, 2020, 05:47:40 PM
discontinued 2023 july 29th . by ninekorn
#47
English: using Brollof's linear Simple Perceptron found here https://github.com/Brollof/SimplePerceptron , i have made a gimbal machine learning system for the x/y/z axis.
Français: J'utilise le Perceptron Brollof Simple et linéaire que vous pouvez trouver ici https://github.com/Brollof/SimplePerceptron et j'ai construit un systèmes de gimballes "machine learning" pour les axes x/y/z.

my machine learning compass and gimbal projects are available here: https://github.com/ninekorn/SCCSCompass
mon projet de machine learning boussole et gimballes sont disponibles ici: https://github.com/ninekorn/SCCSCompass




current known issues: the dot product by itself to slow down high speed rotating gimbal needles is not enough. i will soon lerp this or use both dot product and lerp.

it will be coming in my 9sMODs series for Void Expanse for the ship formations and hopefully more. it's already "working" for the rotation left/right and thrust front/back but i've got the wrong settings and i am missing some very important variables so it's currently failing. i need more time to work on this.



//not available yet: other project using parts of this system:
English: A planet type "voxel minecraft" shooter game and a machine learning gimbal that follows the players movements🙂. i built this game. not available anywhere else. work in progress
Fran├ºais: Un shooter de plan├¿tes type "voxel minecraft" ainsi qu'un syst├¿me de machine learning gimballes🙂. c'est moi qui a construit ce jeu. pr├⌐sentement non disponible ailleurs. en d├⌐veloppement .









#48
my first git project. https://github.com/ninekorn/SCCSCompass .  A machine learning compass. it can also be a "direction bullseye" for turrets to aim at and mix that with the asset "Projectile Helper" of Unity3D and you've got a very nasty turret defense system for any games.

using the https://github.com/Brollof/SimplePerceptron

my compass is not perfect but it is very good still in it's current state. i am currently modifying my compass in order to have drones using machine learning in order to get into formation. it's getting there slowly but surely.
#49
Mods / Re: NEWS - 9sMODs - Part 2.3.1 - NEWS
April 30, 2020, 11:46:07 AM
discontinued 2023 july 29th . by ninekorn
#50
discontinued 2023 july 29th . by ninekorn
#51
i am thinking of releasing version 2.3.1 with non-destructible stations to start off. But i can't release it now. i have finally found the issue which i gave up on 9 months ago on everything because of this. i had a hunch it was that but i thought my code was fine.

I can't release it now because the issue was the turrets i was spawning right next to stations. removing those turrets fixes the saving issue i had last year in june 2019 approx. i am sorry i gave up because of that, but i am glad i have found the courage to dive back in. But i only tried it earlier today and it worked, the first save passed though. I will recheck the code tonight. The Farseer physics was fine and i owe probably an apology to them thinking it was their engine the issue. it seems i am having doubts in them when i should be having more doubts in me. but i am happy. it works.
#52
I have found back my project and will be unveiling very soon. I now have the Windows 10 image necessary in the case things start getting sour again and lose all capacity to have access to a decent OS. Soon of course also, I will buy my windows 10 activation key hehe.

I have made a ton of Virtual Desktop Screen Capture programs and now I was able to mix those with the Jitter Physics engine and soon to be BepuV1 and BepuV2. I already have working (laggy for the moment - fix coming soon) of all 3 physic engine working in VR. I will soon make videos and show this.

#53
hi guys, it's been a while. I am re-launching my invitation to everyone to come and look at my virtual reality c# program development on twitch.tv here https://www.twitch.tv/ninekorn
and that program will incorporate a virtual desktop screen, for everyone. Of course, i am not down to coding multiplayer yet and a massive amount of work awaits me. But i was able to incorporate the 3d physics engine Jitter and physics engine BepuV1 and BepuV2 in virtual reality in directx 11. Only my Jitter physics version is the most advanced with in game physics objects and a completely working virtual desktop screen. Take a look here:

.... note of 2020-0406-04h45pm - on Atomic Torch Void Expanse Forum:

tragic mess of computer issues and i couldn't unveil my C# project of Void Expanse in VR mixed under the Physics engines Jitter and Bepu V1 and Bepu V2. This project does NOT hack Void Expanse in no way at all. absolute ZERO hack as i have no tolerance for hackers either. but have no fear, as long as i am alive, i will work towards achieving that. sorry for the bad quality, but here is my C# very bad premiere youtube unveil of the Physics Engine Jitter working with my C# architecture and with Inverse Kinematics of a human Rig, using SharpDX dlls and the AB3D.DXEngine dlls. I don't mess around much with the Desktop capture on the video, but that version of the program had this working. This premiere Unveil also feels rushed as it definitely was. Sorry again for the bad quality as i have made better presentations than this.
https://www.youtube.com/watch?v=yWspu7zvbBU
#54
discontinued 2023 july 29th . by ninekorn
#55
I have a working example for Perceptron and i used it in Unity3D in order for a "perceptron" to learn whether to turn right or turn left. I just can't wait to bring that in Void Expanse. It's a really EASY to understand Perceptron program, i believe for ANY beginners working on AILearning. In fact, the best one i came across even if no tutorial. It's just that simple:

Source:

https://github.com/Brollof/SimplePerceptron

I use a modifiable array of 360 length (360 degrees modifiable to 720 degrees for half degrees and so on) and whatever the position of the waypoint is, the perceptron learns fast enough and keeps its weights and data in memory so it will be possible with Global Variables to keep in memory the "learned" things for the drones, which means it will be safe for when server "debug_reinit" happens.
#56
discontinued 2023 july 29th . by ninekorn
#57
I lost my VR project i think :(
#58
discontinued 2023 july 29th . by ninekorn
#59
Help section / Re: Setting up a Range Skeleton Archer?
October 02, 2019, 12:01:20 PM
I've fiddled in the code for 5 hours straight this morning and learned a couple (more like a ton) of very interesting API functions. But it seems also that i am able to create physics object or assign a physics circle for instance to an object. I didn't try it yet but i'm really looking forward to see the ton of things the API of Cryofall can provide. Im barely just touching the surface here ;)

For instance, took me a while to find it... until i noticed the console was actually telling me what was missing from my attempt to get the "SingletonInstance of an object" for a while lol for mobs shooting.


var characterNpcPrivateState = character.GetPrivateState<CharacterMobPrivateState>();
bool someFiring = characterNpcPrivateState.WeaponState.IsFiring;
int someFiring = (int)characterNpcPrivateState.WeaponState.ShotsDone;


some pretty cool stuff

Edit: It actually feels really familiar the objects data, well not all of it, but until i create an object from code and assign it a sprite and a collider, i prefer not say that i know how to do it.
#60
Help section / Re: Setting up a Range Skeleton Archer?
October 01, 2019, 01:37:55 PM
Hi ai_enabled, thank you very much for your reply. I have another question then related to the same subject.

You have trees/objects/minerals/character-Mob sprites that can be displayed on the map. The characterMOBs can change position. Is there any other types of sprites that can be created from code which can change position except for characterMobs?

Otherwise i will study the API to create "characterMob" sprites that will be used as projectiles. Sorry for wanting to "hack" the code of Cryofall already but if i can create characterMob sprites as projectiles instantly when a mob "init shooting" then i can probably also make the "characterMobProjectile" sprites move towards the victim at a certain rate.

I will attempt to do something with that tonight after work.

EDIT: And depending on how the physics collision system works, i might be able to work on "exploding" the projectile on collision... I gotta learn how the collision of Cryofall works too at this point.