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Posts posted by Volker
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I want to use the force parameter from Collisioncallback.
But it is passed as Byte Ptr. How do I get the force as Tvec3?
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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?
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don't know if i am following this correctly but couldn't you create a mesh at the size you want, then just get the AABB of the mesh using GetEntityAABB?
Yes, you are following correctly. Nice workaround.
Will add it to my function.
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@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.
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Hello Tyler,
Could you possibly share how you did it?
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.
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Free:
http://blitzbasic.com/Community/posts.php?topic=83378
Creative Commons Sampling Plus License:
Two different licenses:
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Thanks guys, got something sufficient working.
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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.
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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.
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I had the same problem but do not remember exactly how I solved it.
Try depthmask=0.
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Thanks Josh.
I've tried multiple values but it seems like its not working.
If I use 10 for the first value, the shadow quality is perfect but the distance is very short. If I change it to 20, the distance increases but the quality drops.
What exactly do these numbers mean? As in what is the first number do and the second number and the third number?
I looked it up in the wiki but it only references the BlitzMax code version of it, not Lua/Ini or editor.
http://www.leadwerks.com/wiki/index.php?title=SetShadowDistance
Try to change the stage parameter of Shadowdistance.
Do you do some scaling for your scene?
May be this thread helps:
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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?
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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.
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No, 2D with the option to switch to 3D later.
Yes, some similarity.
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I solved this by creating a second joint between the spheres
at a slight different position (0.05). Works fine now.
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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().
Casting Byte Ptr to Tvec3
in Programming
Posted
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.