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Raul

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Posts posted by Raul

  1. :D

     

    you lost me somewhere here:

     

    When you pick something, however, remember you get the mesh. So any key set to the model won't be accessible. Use Pick.Entity.Parent to get the model of the mesh picked, I assume.

     

    If I use: pick.Entity.Position I will receive the position of the sphere (Mesh.Sphere) which I clicked.. Why to use .Parent?

  2. Yes, I receive almost all the data in the 'pick.entity' (position, roatation, etc.) but I need to know what mesh did I pressed... something like an ID

     

    I need this info because I have 2 arrays: planet[ ] and meshPlanet[ ]

    planet is a class with all info (position, type, name, population, etc.) and meshPlanet is the Leadwerks mesh. When I click on a meshPlanet I want to know what planet did I clicked..

     

    From pick.entity I can't find something usefull except Position..

  3. Me again:

     

    So I use Raycasting.CameraPick to test the collision between my cursor and my planet (a sphere)

     

    I record the data in

    Pick pick

     

    Now I am interested to know what mesh did I exactly hit with my mouse. Because every sphere represent a 'planet' in my game. One way is to compare the position of the pointed mesh with my all meshes but I was thinking at something more exactly, because there will be more meshes with same position later in my game. ;)

  4. Hello guys,

     

    After a long pause, I started learning Leadwerks again. I am trying C# because is much easier for me (I know VB.NET).

     

    I am trying to learn how to use mouse picking. Please can you provide me some sample? I want to know when I am clicking on a mesh (it's a sphere)

  5. Very good. The atmosphere is perfect. Remembers me of Silent Hill.

     

    The music is also very important and I like it. I hope you will show us more videos soon :)

     

    Good job!!

  6. That's pretty complicate but we have A LOT of examples near us. Depends for what game do you create the GUI.

     

    In my opinion: The GUI = Menu system + HUD (for all the types of games)

     

    In a FP(S) game, as you can see these days, the HUD is almost gone. Amnesia has no HUD just a few elements for inventory and diary. Old fashion in my opinion. Crysis has a 'futuristic' interface the game menu is almost integrate in the HUD. Now you can make a simple shooter (like half life 2) or a more complex game where you have a map, an inventory system, a skill tree, etc. If you will have a lot of windows like these that you must design your GUI very careful. A bad example is Arcania. I played the demo and the GUI is like sh$t.

     

    Just a quick note: Doom 3 has a very interesting interface. It is very much to talk about it so it's better to play it a little. :)

     

    • What options do you think are needed when rendering widgets? Should they be simple coloured quads? Loaded from images? Have visible borders?

    Depends of the game type.

     

    • What widgets should have adjustable opacity?

    I remember in Unreal Tournament that you were able to color the hud in whatever you wanted and also to modify the Alpha of ALL the elements. That was easy and helpful.

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