Jump to content

Canardia

Developers
  • Posts

    4,127
  • Joined

  • Last visited

Posts posted by Canardia

  1. I think there's something special about the video. It's not like a normal hollywood movie, for example transformers or war of the worlds, because it wakes some feelings of deepest your nightmares of your childhood. One thing is that those spacecrafts shoot with miniguns at people in a city block, another is that those big robots join to form a nuclear bomb pressure chamber while one guy is watching it from a window just 10 meters away, the third thing is that people don't panic or get hostile before the aliens go hostile, but rather film and watch them. Hollywood doesn't do that, it's too real, too close, too touching. Rather they take distance and make mass killings of people look like a nice firework. Hollywood movies give people a chance, and predictably the people always win in the end. This guy doesn't, he shows clearly that people have no chance (you can't predict the end though). I just hope this guy can keep his style when the real movie is published, and it's not gimped by hollywood rules. Lucasfilm left hollywood for the very same reason, and made their own studios.

    • Upvote 1
  2. It doesn't really matter if the mesh translates during the animation, as you can translate it back to the mesh, and move the body instead. This can be done with a very simple function which calculates the bone movement and converts it into mesh counter-movement.

     

    Actually an animation which translates the mesh is even more useful, as not all movements are linear in speed, so you have more information in them as with a animation which keeps the mesh in the same spot.

  3. 1) Bags - Items have different shapes and sizes, you have to fit them in as best you can. In addition items have also different weights, so you get encumbered if you carry too much. The more you carry, the slower you move.

     

    To equip different item sets, you use some sketches (which are also items in your bags) which work like bags, except that they contain only links to items. If a link to an item is not in one of your bags, but in the bank, then it can't be equipped.

     

    You can also have mules and wagons, which can carry the bags for you.

  4. The map from the Power Tutorial works fine for me with GameLib with LE 2.3.

    There might be some issues with the LoadMap command since it was mainly developed with LE 2.28, but I don't know of any bugs at the moment.

    The mouselook is supposed to crash if no player entity is found in the map and if you don't set the player in code (like you commented the line out), I could add somekind of checking to it :)

  5. If you want no fog from 0-10 meters, then you should use Vec2(10,100). The distance between the values only means how rapidly the fog density should grow from 0% to 100% fog. You need also to set the FogColor, and control the translucency of the fog with the alpha value. Then there is also a FogAngle command, which sets how far the fog should raise above the horizon.

  6. If people would post examples what changes they need to do in Framewerk, those could be generalized and added to Framewerk. At least in the C++ version you could have callback functions and/or ifdefs which could plug-in any customization you'll ever need, and you can use always the original framewerk source code.

  7. Oh, american/british english strikes again :)

    In international english it is related to physics, like magician is related to magic, canardian is related to canards, or norwegian is related to norway.

    Both the role of the physician and the meaning of the word itself vary significantly around the world.

    In international english, we call those who (often unsuccesfully) experiment with human bodies, doctors. They use doctrines based on mutual feelings and mutual information, without actually knowing how the human body or its DNA works. It's like a computer programmer who has no clue what processors, bits and bytes are, and just copy pastes code since it worked for someone else in a similar situation :)

  8. Well, it's as simple as renaming the GetBodyOmega() to GetBodyAngularVelocity(). Currently it returns the angular velocity anyway (a Vec3), and not the Omega (which is the "1/cos(tan(wrong direction of the force))" or whatever the anti-sin(Omega) is), also a Vec3).

  9. Plus, you get automatic exposure of fw commands to Lua.
    That's one benefit you don't get when writing the DLL with C++. So there is no best solution, but we have to find a compromise which has the most (quantity-most and quality-most) important benefits.
  10. I'm not saying LinkedIn is worse than your own Blog and Website, but at the moment it's still too less used for most people (as you said yourself, you just discovered it). Currently, when I search on Google for specific keywords on programming issues (or any specific technical things), I almost always end up with a private blog site. That's where the key information is stored on the internet today. Maybe in future Google will also find things from LinkedIn, but it will take years.

    Criticism is always a positive thing. Responsivelessness is always a negative thing.

  11. I think LinkedIn is still too much fire and forget type information like Facebook. I actually use LinkedIn much less than Facebook. Although in Facebook all information is lost, while in LinkedIn they seem somewhat organized.

    The best place to keep your customers and friends updated is via your own blog and website. Many blogs are linked by business area to a blog portal, which shows all new blog entries from all people in that business area on one page, for example: http://www.planetlotus.org

  12. You can have both. A DLL and customization: just keep the Framewerk DLL source code part of the SDK. The Framewerk DLL must be written in C++ then, so that everyone can customize and recompile it.

  13. AppLogMode() was removed from BlitzMax, but it exists in all other languages still (and also in BlitzMax if you use the DLL version of the engine).

    In BlitzMax there is however a global variable called LogStreamEnabled, which you can set to True or False.

  14. GetBodyOmega() should be called actually GetBodyTorque(). The term Omega makes really no sense here, as it's only the angle of the force perpendicular to the radius at where the force is applied from the center of the pivot, which should always result in sin(Omega)=1.0.

    Torque = Tau = r * F * sin(Omega).

    However, using angles in mathematics and physics is obsolete, and you should use vectors only:

    Torque = Tau = rvec x Fvec

    • Upvote 1
  15. You can display STL strings in 2 ways:

    #include "engine.h"
    #include <string>
    using namespace std;
    
    ...
    
    int main()
    {
    string s="Hello World!";
    
    ...
    
    DrawText(1,14,(str)s.c_str());
    DrawText(1,28,"%s",s.c_str());
    }

×
×
  • Create New...