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TylerH

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Posts posted by TylerH

  1. You'd have to use clientside vector prediction and CalcBodyOmega / CalcBodyVelocity to achieve the desired movement. Calling the other "AddXXX" commands directly just gives you addititve physics, which is the complete opposite of what you want.

     

    Optionally, you could use a simple spring to dampen the movement after you use AddBodyTorque or something similar; insanely high friction works as well.

  2. It really isn't hard for us to maintain our custom lib against the official versions of the engine. It is only about 1 hour of work per update since Josh will most likely not be adding any new features.

     

    The only thing is that it requires some Blitzmax source files for Lua functions and some modules that we don't have access to.

  3. Been pretty caught up in school guys, sorry about that.

     

    Umm, there was a standing issue with the shadow color modes because the engine.dll that we compiled against was not 2.4, therefore the shadow color stuff will not work until we copy our code base onto the 2.4 engine source.

  4. We exposed a set method in the engine.dll

     

    The order for the Matrix 4x4 or Vec16 structure is:

    I Vector: Position X, Position Y, Position Z, Color R

    J Vector: Rotation X, Rotation Y, Rotation Z, Color G

    K Vector: Scale X, Scale Y, Scale Z, Color B

    T Vector: Translation X, Translation Y, Translation Z, 1 (Identity)

  5. It is simply the beginning of some options and alternatives for people using the engine.

     

    You are not forced to use it, but the option to utilize the middleware is there, tested, and proven. Just like with Torque and pureLight, you don't have to use it, but they have support, and that's what counts; same thing applies to the model formats supported by the engine, you don't have to use FBX or Collada, but there is support for them.

     

    I personally think if Josh continues to do this with other middleware and such, the engine would have quite a lot of scalability and possibilities.

  6. Every single thing in the video except the Crysis and Far Cry 2 stuff are from open source technical demos that could easily be implemented by anyone.

     

    I have utilized the code in that nVidia demo that is listed under "procedurally generated terrain for unique environments each time". It is from an nVidia demo showing how to realistically render waterfalls with wetness, particles, foam, falls, spray, drops, and fluid dynamics. The whole "procedural terrain" aspect is just metaballs. (Metaballs -> Voxels is key to 80% of the stuff in that video).

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