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Pixel Perfect

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Everything posted by Pixel Perfect

  1. Thanks JC and ZeroByte for the comments too. The birds took a little while to get right but do add to the sense of realism I think. I can now add them to any scene in any numbers and just set a flight radius and they will randomly fly around interspersed with short glides within that area.
  2. The acceleration of bodies due to gravity is uneffected by their mass and in a vacuum the velocity of a light and a heavy body affected by the same gravitational force would always be the same for either body at any given point in time. In the real world air resistance etc has a dampening effect on bodies and aero dynamics come into play resulting in terminal velocities being reached and a constant velocity with no further acceleartion and these differ from object to object. Mass really comes into effect where momentum is concerned, and especially the transfer of momentum between bodies. However, so long as the differences between the masses of objects is proportional (say between a bullet and a tin can) then it really doesn't matter if a simulation makes the bullet a gram in weight or a ton so long as the tin can is made 20 grams or twenty tons respectively). It's all relative. This is where your F = ma comes in. Its all about the forces involved and the transmission of forces when items collide. It's the force thats created by the deacceleration of the bullet hitting the can that provides the force to accelerate the can with a much larger mass and cause it to move (with a much lower velocity than the colliding bullet of course). So although falling bodies under gravity accelerate at the same rate regardless of their mass, the momentum of the falling bodies is affected by their mass and the heavier object will have the greater momentum and will impart a far great force when colliding with something than the lighter body.
  3. I think Josh was refering to units per second squared not 9.8 to the power of two, but I must admit I thought the default gravity setting was 9.8*2 not 9.8
  4. Josh Or rather, he commisioned someone to make them for an old product of his. That model can't be used commercially though, its just a placeholder model.
  5. I've seen Chris's work first hand and it's pretty impressive. Recast is probably as good as anything else out there including what's currently available in the big AAA design houses. Chris has not only taken this and integrated it with Leadwerks but also integrated Open Steer and the AI++ lib to give a more comprehensive AI solution rather than just straight path finding. To be honest his own navmesh solution was pretty good too! I believe people have already done integrations of Recast for OGRE and UNITY and probably other engines too.
  6. You're welcome Laurens. Sounds interesting Rick. I'd be interested in seeing the implementation of that if you can find it. I'm always up for integrating better solutions if I can find them.
  7. Take a look at my blog as I detailed a subscribe and notify system in there for my Player and User Input class. The Player class registers events with the User Input class and gets notified when they occur. It's the 'For those who might be interested' post in September
  8. I have previously bought or commisioned assets from Arteria, Dexsoft, Turbo Squid, 3DRT and have had some models designed for me by Richard Simpson from our own forum. I hope to be giving Richard some paid work as I get further into the level design stage. There are some very capable artists/modellers on this forum alone without looking further afield.
  9. Thanks and good luck with your own "boid" function. Look forward to seeing that Could be, it just seems strange that the insert 'media' function is present in both and loads a YouTube player in a normal post but complains about it in the gallery. It says it supports other forms of video files such as mpg etc. Thanks again and, yes, the fact that I'm a programmer and not an artist is apparent I'm sure. I'm trying to get a kind of scrub land feel with the vegetation and I'm not entirely satisfied with the end result myself. However, I'm a little wary of spending too much time experimenting with the level/artwork design at this point at the expense of designing the game engine functionality. My intention has always been to produce an initial playable level of my game idea to act as a shop window to show off the engine and hopefully encourage some real artists/modellers to come on board and do all the stuff thats beyond my skill sets. No, I wish I was that talented but I've had to purchase/commission/acquire/modify all the models/assets I'm using. There is some nice stuff out there and some good free lance modellers around.
  10. Preview of my latest level design. Sorry no sound as yet. Tried embedding this in the gallery but to no avail so it will have to do here for just now! http://www.youtube.c...h?v=VKOwdqWmj4k
  11. Worked fine for me too when I tested it a few days back ... would recommend trying it if you're having issues with the original
  12. Thanks for both this and the milkshape exporter ... I'll try them both out
  13. Sounds great Von04 ... looking forward to that
  14. I have to say, I think I'd be a bit niffed after 5 days of waiting but another reminder email wouldn't do any harm. Good luck Von04, hope to see you in here soon.
  15. Doesn't come any easier than that ... nice
  16. TVec3 meshRotation = EntityRotation(entity,1); use 1 for global, 0 for local
  17. Nice to see you have a blog macklebee ... looking forward to seeing what you're working on
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