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george68

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    C++ programming, Cycling

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  1. Thank you, It works. Here is a code snippet for anyone may interested for a quick pick: iVec2 gm; for (int i = 0; i < System::CountGraphicsModes(); ++i) gm = System::GetGraphicsMode(i); pWindow = Window::Create("Hello world", 0, 0, gm.x, gm.y, Window::FullScreen);
  2. Hi, The following function call returns a NULL pointer: pWindow = Window::Create("Hello World", 0, 0, 1280, 720); Any idea why does this happening?
  3. I really don't know much about the new engine, except the GUI. I don't think that the new engine will face issues like this one above., since this is the nature of a physics engine. And this is exactly the reason I prefer to avoid physics most of the time
  4. Thank you. I prefer to write some code to cancel the controller on the platform and move the player as a regular rigid body. I don't know though, if this is possible.
  5. It is true A month ago I was playing with the GODOT engine and I found that there is an alternative function 'update()' for the player, with a snap parameter which perfectly fits for a nice movement on moving platforms (2D)
  6. I agree. I tried both the friction and the gravity without success. It seems that a character controller has its own rules. If I have time, I'll try to implement a player without using the character controller physics.
  7. Thank you both for the tips, but none of these work. I was hoping that setting the physics mode to 'CharacterPhysics' for the player, will solve issues like these
  8. Hi, In the video below you can see that every time I move the character forward, it moves a bit to the direction of the moving platform Does anyone know if I can avoid this? Here is how I create the player: pControler = Pivot::Create(); pControler->SetPhysicsMode(Entity::CharacterPhysics); pControler->SetMass(1.0); pControler->SetPosition(pEntity->GetPosition(true)); pEntity->SetParent(pControler, true); pEntity->SetPosition(0.0, getHeight(), 0.0); pEntity->SetShape(NULL); pEntity->SetMass(0.0); and here is how I create the p
  9. Yes, it has. I set up a physics shape to NULL: pEntity->SetShape(NULL); and it works OK. Thank you!
  10. Hi, I've set up a character controller as follows: pControler = Pivot::Create(); pControler->SetPhysicsMode(Entity::CharacterPhysics); pControler->SetMass(1.0); pControler->SetPosition(pEntity->GetPosition(true)); pEntity->SetParent(pControler, true); pEntity->SetPosition(0.0, getHeight(), 0.0); pEntity->SetMass(0.0); and the update world function is: walk = (window->KeyDown(Key::Up) - window->KeyDown(Key::Down)) * 7.0; if (window->KeyDown(Key::Shift)) { strafe = (window->KeyDown(Key::Right) - window->KeyDown(Key::Left)) * 2.5; } else { if
  11. Thank you Josh, It seems very promising. Since you are going to develop a new visual editor with this GUI, I am wondering in which types of app this one can be useful in general. For example, it would be nice for me to be able to develop a small database application for my job.
  12. Hi, What is the difference between the Ultra App Kit and the Ultra App Kit Subscription?
  13. @Einlander: Thanks. I'll take a look at your snipped. @Brutile: I missed this parameter. I suppose that I have to call this function from within the update loop and call 3 times (one for each axis)
  14. Thanks. This is what I was looking for. But I still want to implement a custom function because I want the transition take place smoothly.
  15. Hi, I need a function that rotates an entity in order to turn and look at another one. So far I have calculated the vector from the source to the destination entity but I don't know how to calculate the pitch, yaw and the roll of the vector. Any assistance will be appreciated.
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