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Volker

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Everything posted by Volker

  1. Ehm, you mean I should use C++ code in Blitzmax? The most of the EntityCollisionCallback parameters seem to be pretty useless if I can't get them in an usable format for Blitzmax.
  2. I want to use the force parameter from Collisioncallback. But it is passed as Byte Ptr. How do I get the force as Tvec3?
  3. There are a few models I have to convert from a dexsoft pack to gmf. They are ok, except if watching them from below. The same if I create a plane disk and extrude it. Looks nice from all sides, except from below. Is there a way to 'close' this objects?
  4. Hello, I have to load a lot of textures for my 2d animations. At the moment they are a few hundred. Every frame as a single .dds file. They are being preloaded at game start. Is it better to use for every animation one big file instead of a lot small ones? I'm thinking about something like vram fragmentation? Do I have to be scared about overstuffing the vram?
  5. Yes, you are following correctly. Nice workaround. Will add it to my function.
  6. @Tyler Yes, of course. Vec3s needed. But it throws the error already at the create method "Compile Error: Identifier 'Create' not found". @ VicToMeyeZR Thats just because the forum uncourteous changed code to comments. I had to add a ' at the end of every comment and forget that one.
  7. Volker

    wxmax

    http://forum.leadwerks.com/viewtopic.php?f=4&t=4162&p=36576&hilit=wxmax#p36576 http://forum.leadwerks.com/viewtopic.php?f=4&t=3481&p=32013&hilit=wxwidgets#p32013 HTH
  8. Hello Tyler, I really wanted to do that, but I thought my solution is not really good. That's why I wrote "sufficient". Ok, here it is. Code in Blitzmax: Function ApplyShockwave(position:tvec3, intensity:Float) Local body:TBody For Local gameobject:TGameObject = EachIn TGameObject.list body = gameobject.body If body <>NULL ' create a marker to make point of shockwave visible, replace with a pivot later ' Local marker:TMesh = CreateCylinder(8) PositionEntity(marker, position) Local mpos:TVec3 = EntityPosition(marker) Local spos:TVec3 = EntityPosition(body) Local distance:Float = EntityDistance(marker, body) Local force:TVec3 = New TVec3 ' substract position vecs and calculate force to apply' force.x = (spos.x - mpos.x) / distance force.y = (spos.y - mpos.y) / distance force.z = (spos.z - mpos.z) / distance If distance < 1 Then distance = 1 ' because of massive force if <1 ' force.x = force.x / distance * intensity force.y = force.y / distance * intensity force.z = force.z / distance * intensity Local tforce:TVec3 = TFormVector(force, marker, Null) ' thanks Flexman! ' If EntityDistance(TEntity(body), marker) < 10 ' shcokwave only affects bodies in this distance AddBodyForce(body, tforce) EndIf EndIf Next I am cycling through all my gameobjects because I couldn't figure out how to pass the two vec3s to TAABB in Blitzmax at the moment. Local t:TAABB = New TAABB.Create(Vec2(10, 10), Vec2(0, 0)) throws an error.
  9. NCH Debut http://www.nchsoftware.com/capture/ Lumooja commended it in the old forum.
  10. Free: http://blitzbasic.com/Community/posts.php?topic=83378 Creative Commons Sampling Plus License: http://www.freesound.org/ Two different licenses: http://www.shockwave-sound.com/
  11. Thanks guys, got something sufficient working.
  12. I have a ship and an exploding mine. The mine shall create a shockwave which affects the ship. Playing with AddBodyForceAtPoint() did not lead me in the right direction. I could do a pointentity() from mine to ship and shoot an invisible body, but I don't like the idea. Inspirations, please.
  13. I've switched to Windows 7 X64 in the meantime. Fails althoug with "wating for threads". Most time a the sixth file. Two cores only Hopefully waiting for the update, fully trusting in kleptos skills.
  14. I had the same problem but do not remember exactly how I solved it. Try depthmask=0.
  15. Try to change the stage parameter of Shadowdistance. Do you do some scaling for your scene? May be this thread helps: http://forum.leadwerks.com/viewtopic.php?f=2&t=4819
  16. I didn't use drag but "add folder" button. Nvidia dds tools only have a command line utility. The directx sdk supports batch converting? Which version do I need?
  17. Fails here on my PC , I just can batch convert 1-4 files. Skips a few pics on my Laptop. From 32 only ~25 get converted. The png files I'm talking about are produced with TimelineFX, I don't know if they are incorrect.
  18. No, 2D with the option to switch to 3D later. Yes, some similarity.
  19. I solved this by creating a second joint between the spheres at a slight different position (0.05). Works fine now.
  20. My Balljoints seem to be elastic. I'm not sure if I should use that as feature for my game or not.. http://www.skopia.de/test/ElasticJoints.jpg If my hardworking ship has too much to carry this happens. This are just a few spheres connected with Createballjoint().
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