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Joh

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Posts posted by Joh

  1. The collision type parameter works as follows: Imagine the pick-ray being a physical body with the specified collision type that flies in the pick direction. It'll stop at the first mesh it hits that has a collision type which would collide with it's type. Therefore, for the pick type parameter to work, Collisions must have been used to set up any type (response type doesn't matter) of collision between the pick's type and the mesh's type. So after calling (for example) Collsions(1,2), a pick of type 2 will hit meshes of type 1 and the other way around.

     

    In other words you need to specify which Collisions you want.

  2. Also don't forget that you could set key and retrieve it in this way you don't need many public variable..

    As for example:

    You create 5 trigger trap, you set a key like this "Type of entity" = 1 (1 trap, 2 ai, 3 player, 4..) , when 2 entity collide you can get the key, also you could set other value to them as for example the "effect" you need to reproduce.

  3. EntityCollisionCallback

    C: void _stdcall EntityCollisionCallback( TEntity entity0, TEntity entity1, byte* position, byte* normal, byte* force, flt speed )

    BlitzMax: EntityCollisionCallback(entity0:TEntity,entity1:TEntity,position:Byte Ptr,normal:Byte Ptr,force:Byte Ptr,speed:Float)

    This will be called when entity0 collides with another entity. The first entity is always the one which the callback was specified for. Note that the function can have any name. See the examples page for more info.

    [Examples]

    http://www.leadwerks.com/wiki/index.php?title=Entities

  4. Hi, i am back to "work" (well i am on holiday now but i am back to work on Leadwerks) the game we are creating is quite simple it's a spaceship game (like the old x-wing or wingcommander) with few more option like buying part of ships and trade.

     

    We need to complete it on October and it will probably sold on December, we really hope to achieve this objective!

    Nice to see there is another version..

  5. Hi omid, i don't think this is a "feature" this is a MUST.

    It's hard to understand why the engine use a whole own mesh format but is still related to OBJ file.

    If Josh can't handle this (lack of time, lack of will or other..) maybe we can do it.

    I can do it too, but i don't know what exactly this phy is.. Maybe it will be better if we can have the phy-tool source code.

  6. I already asked for it, but my post seem disappeard..

    Can we have a phy converter or a gmf-phy tool? I don't have the original obj file and to let it work with new version of leadwerks i should ask again an hand to the guy who did the conversion..

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