DaDonik
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Posts posted by DaDonik
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When i remember correctly, that demo was made using balljoints to link the rope parts together.
I hacked something together for you:
DebugPhysics (1); TBody LastBody = NULL; TVec3 Vec3Pos = Vec3 (0.0F); for (int i = 0; i < 10; i++) { Vec3Pos = Vec3 (0.0F, 0.0F, (float)i * 6.0F); TBody NewBody = CreateBodyBox (0.5F, 0.5F, 5.0F, 0); SetBodyMass (NewBody, 1.0F); EntityType (NewBody, 1, 0); PositionEntity (NewBody, Vec3Pos, 0); if (NULL != LastBody) { TJoint NewJoint = CreateJointBall (NewBody, LastBody, Vec3 (0.0F, 0.0F, Vec3Pos.Z * 0.5F), Vec3 (0.0F, 0.0F, 1.0F)); SetBallJointLimits (NewJoint, 2.0F, 0.0F, 0.0F); SetJointCollisionMode (NewJoint, 0); } LastBody = NewBody; }
Far from ideal, but it has some kind of a rope structure
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Haha, i just love Lumooja's answers
Use XNA if you want to develop an indie game for the XBox. Thats what the thing was made for...
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Don't know if you already know but...
Your material file must(!) have the same name as the texture you applied to your model in 3DSMax.
When you don't name your material that way, the engine will not know witch material to use -> white object in the Editor.
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Norton has no probems with luac.exe
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Jep, nothing known about the price...you need to write Josh, if you are interested.
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It will be "shipped" via email. Can take a day or two, though.
Just imagine the internet as an ocean. That way shipping makes sense...
Edit: Michael was faster...damn
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You could take a look at the framewerk (renderer.cpp) to check what it does when the buffer size changes.
Using framework, all you need to do is call Graphics(...) and it works in all cases.
I remember that some parts of the renderer.cpp had fancy graphics related stuff. Maybe your implementation
is missing something there
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wow, it took 3 minutes to load that picture...
You could also try a uncompressed texture, but it would use half of your texture memory
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It works for me in C++, now as i use
SetWorld(transparency)
CreateEmitter (...)
SetWorld(main)
Creating the Emitter in the main world results in a crash and the "0" message.
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Jup, sorry to say...same here
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Oh well...then it's not possible for me to help
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In what language do you want to code your class in?
Lua or C/C++
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Actually i think it depends on what you want to do.
For example, speaking as a FPS-lover, i hate when my bullet doesn't
exactly hit where i shot. So it maybe would be best to do this via
an absolutely straight raycast.
On the other hand, when making a space simulation you maybe want to shoot
ships to pieces and assign the right velocity, ect. to it. The "best" (maybe not fastest)
would be to create a entity as a bullet/missile/laser and let the collision callback
deliver you the impact force and so on...
It really depends on the game and the CPU/GPU time you have left to waste.
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That sounds like a nice idea Niosop.
Something like SetEntityTarget() but for controller shapes.
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Ok, this will be a bit rough, but should you get started.
(Note that i do use lua explicitly for setting entity properties
and not for actual scripting).
Pipeline (programmers point of view )
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1) Make a model, export to the right format, ect.
2) Make a lua script for that model
(does not need to do anything in your game. I use the scripts just
for adjusting the properties dialog.)
3) Create a scene in the editor and place some models there.
4) Open the properties dialog for each model and adjust the properties
as you wish. (add own properties via the lua script)
5) Save that scene as sbx file
6) Open the file in any text editor and take a look at it. You'll see
every model you placed in the editor and the according values. So you
can also make a scene in notepad.
All properties your model has are written like: "entitykey"="somestring"
These are extremely important, as they are loaded along with the model.
7) In your program you can call LoadScene("abstract::MyScene.sbx") and this
will load all the graphics + the keys specified for each model.
You can easily retrieve the entity/model keys using the GetEntityKey() function.
At this point it is even possible to create an instance of a class and glue
that class instance to the entity and set up some predefined callbacks that
call methods of that class...that is really nice to have
Hope that helps.
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You can just use a corona. I made some kind of starfield with that.
The most simple approach i used for testing was:
for (int i = 0; i < 1000; i++) { TCorona NewCorona = CreateCorona (0); TVec3 Vec3Temp; Vec3Temp.X = 3000.0F - (float)(rand() % 6000); Vec3Temp.Y = 3000.0F - (float)(rand() % 6000); Vec3Temp.Z = 3000.0F - (float)(rand() % 6000); PositionEntity (NewCorona, Vec3Temp, 0); SetCoronaRadius(NewCorona, 10, 20); PaintEntity(NewCorona, LoadMaterial("abstract::Corona_Sun_001.mat")); EntityViewRange (NewCorona, 0.0F, 3000.0F, 1); }
This makes a static "starfield", if you use some kind of star corona dds file.
The stars are always rotated towards the camera and the FPS drop is minimal if you son't choose to have thousands
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ROFL
in Game Artwork
Actually TGC has a TextureMaker for sale, which i find very usefull
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I just tried out what happens when i run my wip-game over 2 hours. Using the task manager to check the RAM usage, there was no change at all.
The game uses entity callbacks and messages all the time.
Can't say anything about behaviour of AppSpeed, as i use my own timer
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Hehe, thats a good request.
It would definitely save some "bug searching" time for us developers.
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I use FixedJoints to glue my spaceships together. The spaceship itself can freely rotate in space and i have not encountered
any type of "child movement" as you described Rick. Maybe it's just because of the character controller.
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Great tool!
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Looks right, i would say.
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Just ask, no one here bites AFAIK
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The normal vector is the direction of the impact an thus also the direction of movement before the impact.
Or did i get you wrong?
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Positions over 4000
in Programming
Posted
No problems here
World size: 50000
Camera Range: 6000 (if that matters...maybe??)
A model at Vec3(6000.0F) looks exactly the same as Vec3(3000.0F), no matter
if there is a light or not...
Have you tried it with a smaller model? Mine are max 20 units across.