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Lethal Raptor Games

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Everything posted by Lethal Raptor Games

  1. You need to create an entity object first; Entity* entity = Entity::Box(); entity->SetActor(zombie_001);
  2. No I'm not sure about that one. I can't see anything obviously wrong with it. Have you tried moving it back beneath Attach() function after you made the zombie class drive from Actor?
  3. Also to use the Actor system your class needs to derive from it; class zombie : public Actor { ...
  4. Have you defined zombie_001 and entity somewhere? like; zombie* zombie_001 = nullptr; Entity* entity = nullptr;
  5. You would have to remove the joint. Try this when you click again; .......... else { heldObjectJoint->Release(); heldObjectJoint = nullptr; heldObject->SetGravityMode(true); heldObject = nullptr; } I did a quick test and it doesn't delete the child object (heldObject in this case). I'm not sure how it will work though.
  6. Joint* heldObjectJoint = nullptr; if (gameWindow->MouseHit(1)) { if (heldObject == NULL) { Vec3 p = Vec3(gameWindow->GetWidth() / 2, gameWindow->GetHeight() / 2, 0); if (cam->Pick(p.x, p.y, pickinfo, 0, true)) { if ((pickinfo.entity->mass <= 0.6) && (pickinfo.entity->mass > 0.0) && (heldObject == NULL) && (pickinfo.entity->GetDistance(playerDummy->GetPosition(true)) < 2)) { System::Print(true); heldObject = pickinfo.entity; heldObjectJoint = Joint::Kinematic(0.0f, 0.0f, 0.0f, heldObject); } else { Syst
  7. I think what you might need is the kinematic joint, where you can use joint->SetTargetPositon(carryPivot->GetPosition(true)). I will still react with physics i believe.
  8. This is very exciting stuff! Can't wait to change over to Turbo.
  9. For(int id=0;id <spriteSequences.size ();id++) { SpriteSequences[id]->Release (); } SpriteSequence.clear () \\resets the list to 0 size
  10. AABB::Grow() and AABB::Shrink() commands would be useful.
  11. Want I want is exactly what you have done with your character controller, but align to different gravity directions. What I'm doing to try and achieve it is this; Create Capsule Shape Apply constant force of gravity On Actor::Collision(); Store collision point and normal Store collision time Turn off gravity Set Velocity to 0 On UserInput to move; Create Plane with the normal and position Use angle of character to find a point exactly 1 unit away Intersect the plane with a ray al
  12. Ah okay. But it will still flex around when it is hit, which isn't ideal for a character controller.
  13. Ah I see what you mean now. I got it to work but the kinematic joint still gives me trouble where the object will drag across the ground and jitter. I think the problem is, it drags and gets a new rotation, and then next frame the target rotation is set, causing a jitter between the two. Is Joint::Vector() able to be moved at all? I know it can be moved around if something hits it, but I want to add forces to it...
  14. I've tried this but it doesn't work for me. I'm calling SetTargetPositon() but else where I'm calling AddForce() to the child of that joint to simulate gravity. This seems like it may be bad?
  15. Vector seems to constrain the child enity well but setTargetPosition dosnt seem to work and there is no other way to move the joint. ? unless I parent it to another entity maybe, but that might defeat the purpose...
  16. So I found this; Joint::Vector(). Anybody have an idea how to use it? It seems to pin the child correctly but I can't get it to move around...
  17. Now this looks like somthing I need. ? Hard to impliment?
  18. Awsome! I spent ages looking through those files I'm surprised I missed it. Thanks heaps!
  19. If an object has root motion, that means the bones / mesh must move away from the origin point so the character can't be parented to the controller... or you could parent the character to the controller, move the controller forward based on the root motion and move the character entity backwards at the same rate... ? Code to manage this could be written once and then all movements would be controlled via animations. I can see this being good for animals that run around all over the place, but for a character... not sure..
  20. I would love to be able to use newton commands directly, such as NewtonWorldRayCast(). Is there a way to get the newton world from within Leadwerks?
  21. I think whats happening is the animator will move the root bone in the direction of travel, and then you copy that movement to the character controller. It would take some working out but I don't think it'll be too hard to implement. That's what I was thinking too.
  22. Anyone heard / have thoughts on root motion vs treadmill motion for Leadwerks? As far as I can tell; Treadmill motion is where you move the characters controller via code at a constant speed, and root motion is where you let the root bone of your animation say how fast and far your controller moves. Just wondering what your thoughts are on both approaches
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