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Canardia

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Everything posted by Canardia

  1. You can calculate velocity yourself from the Vec3 position difference between 2 frames: p2 = p1 p1 = pivot.position speed = sqrt( (p2.x-p1.x)^2 + (p2.y-p1.y)^2 + (p2.y-p1.y)^2 ) Flip 0
  2. In LE you should rather create a pivot, move it to the desired position and then parent it to the physics body. Then you can measure the speed of the pivot. That should be much faster than calling so many functions.
  3. Maybe it would be better to explain what the actual problem is, usually LE2 has already the commands built-in, and there is no need to math.
  4. Canardia

    Not So Fast

    Extension is just a part seperated by any character. Nowhere it is said you should use "." as extension seperator, but you could use as well "-" or ":", etc.... So "goblin2_tex", "goblin2#tex" or "goblin2@tex" should work?
  5. At some point Josh said LE3 will have drivers, and the physics implementation is a driver too. So the initial release should have a Newton physics driver, and people can write their own Bullet physics driver for LE3. If this indeed is still like this, then the Bullet physics driver will be on my to do list. I already made Bullet physics for LE2, and it was quite easy to do, although I had only cubes implemented.
  6. I would suggest SuperBasic, it's like BASIC but even more simple, and it can use any C++ source code direcltly too. So far it's only VaporWare, but I hope to get it released soon, especially with the launch on LE3.
  7. MoveEntity(car,Vec3(0,2,0)); MoveEntity(wheel_front_right,Vec3(1,1,2)); CreateJointHinge(car,wheel_front_right,Vec3(1,1,2),Vec3(-1,0,0));
  8. You must start with Unwrap, which brings up the UV editor and then create the material and texture, else Blender doesn't assign the material to the cube, although it looks in Blender like if it was textured correctly. Your mat file also is missing the *skin shader.
  9. Remember, UVmap assignmet in Blender is the most imporant, because else the fbx file will have no material, and without material LE 2.5 can not load your .mat file automatically (you could still do it by code).
  10. Blender has not much options in the fbx export, like I said above, I only used the default settings, except I selected the "export only selected" option. Blender makes the bones automatically when you click on the red record button and the bone button. Then you just move and rotate your cube how you want, and click on the timeline to assign it to the animation sequence.
  11. heading = atan(m01/m00) bank = atan(m12/m22) attitude = asin(-m02)
  12. Blender -> fbx -> LE2.5 works fine: http://www.leadwerks.com/werkspace/topic/5588-parenting-the-bone-i-think/#entry48982
  13. I just tested Blender 2.64a and made a moving animated cube with a texture, and it works fine in LE2.5. Here are the steps I did: 1) Create cube in Blender, and animate it a bit, and assign UVmap, material and texture to it. 2) Export as fbx from Blender (export selected cube only, other options default). 3) Create animcube.mat file: texture0="abstract::animcube.dds" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" 4) Drag animcube.fbx with the mouse over fbx2gmf.exe. 5) Drag animcube.gmf with the mouse over ModelViewer.exe Now I can see a textured and animated cube in ModelViewer: Here are the files I made: le2blenderanimfbx.7z.zip
  14. Right now it is only closed beta test, but they will add more testers soon.
  15. You can't compare C strings with == operator. You can do: !strcmp("BUTTON",GetEntityKey(...)) or "BUTTON"==string(GetEntityKey(...)) .
  16. Canardia

    Left 2 Do

    It was really just a youtube video, he never released the source code.
  17. I have also evaluated Unity vs Shiva when I wanted to buy an 3D engine for Android which do realtime shadows. Well, the evaluation was quite simple: Unity could not do any shadows, while Shiva could. Also the fact that Unity is made with C# kinda scares most customers like me off, because we know it's a horribly bloated, slow and buggy language made by a company who has no clue about computers, but only business. Shiva at least used somekind of Lua, but didn't allow direct C++ programming. Leadwerks 3 will fill the gap of needs and bring real C++ to Android, and shortly after its release also realtime shadows.
  18. You can actually configure Code::Blocks to compile Lua, and when you copypaste the keywords into a language layer, it will also intellisense and autocomplete (much faster and less space consuming than visual studio (which creates a 30MB file each time)).
  19. Canardia

    Left 2 Do

    I was hoping it could help with destructible physics objects, but maybe it can be done manually also, like Paul did with his wood logs.
  20. Canardia

    Left 2 Do

    If you have brush rendering batches in Editor, does it mean the engine does not have them, i.e. does the engine not have dynamic brush commands, like LE 1.0 did? It had commands like SliceBrush(brush,plane,newbrush1,newbrush2).
  21. I guess he means how the actual code would look which uses LE3 commands to read touch, tilt, etc... Most engines have either a seperate TouchDown() or a MouseDown() function which works the same for mouse and touch events. Most phones can handle like 32 fingers simultaneously, so there needs to be somekind of info also, which mouse was pressed or moved, like MouseDown(6) would check if your phone is touched with 6 fingers, and MouseX(6) would return the 6th fingers x-pos. When you release the 5 other fingers, the remaining finger should still count as 6th finger, until it is also released and then the counting starts from 0 again.
  22. Since there is no "new" needed, there should be also no "delete" needed. The worst would be if you mix "new" and "delete" with ".Create()" and ".Release()". But since ".Create()" and ".Release()" can have much better error checks, and it looks also much more intuitive than "new" and "delete". I don't want to make a "new" texture, but just load my old texture from disk. Also I don't want to "delete" my texture from disk, but just unload/release it from memory After all LE3 is an 3D Engine, not a C++ programming language, and it should have context related commands, not C++ commands. And by using engine commands only, all the C++/C#/Java/Lua/etc... game source code would be indentical. You can use whatever language you like, and it's exactly the same source code! That's what I call cross-language compatibility
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