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Andy Gilbert

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Everything posted by Andy Gilbert

  1. And that is also what i was trying to get across, just not very well! (about the mis conception of the feather and piano. And thats also an interesting find about the gravity in LE... Andy
  2. Ok, well thnx for the help and advise....I think we maybe thinking along to slighly different lines. But dont know how i can put it any other way. I just cant see how, if i wanted to "try" and replicate the real wieght of and object to a simulated weight of an object in LE without knowing what 1 LE mass equates to is "truly" possible. Anwyays... its not preventing me what what im doing, just trying to make it more realistic thats all, as when im researching forces ETC they all have a measurement that i can use in my equations, its just when it comes to weight... i dont "really" know what to set mass to? Even though i know the real weight measurement. I just play untill it "looks" right... which isnt very true simulation. Andy
  3. Ok, i understand what your saying but im not sure if were drifting away from the original question. Lets say.. we have the ball, paper what ever. The only force that has a value set in LE is gravity and that force is the same as the real world? Ok... so from that imagine we calculated all equations and forces that would react on a 2 kg ball the size and shape of X. we can use all them real equations and values like air density ETC in LE because we are setting them none are preset, and at least one of them equations will rely on the mass of the object, which in real life we know is 2kg. In LE we can only give it pre-defined number that were not sure is in acccordance to all other values and measurements we have entered. So for the example above, image you are einstien and all your equations are correct we have used all real life values what value would you put for mass in LE? how do we know mass(2) is 2kg and not 2g? Cheers Andy
  4. I think this makes it see where the change is: Graphics(800,500,0); // <-- 0 is windowed Graphics(1920,1080,32); // fullHD fullscreen
  5. yes in LE we can set r (air resistance) and drag. But gravity is set ( i know it can be changed) but to replicate any real simulation you want to able to input real values. So gravity value in LE will be the same as real life, so for an item to fall with a mass of 1... needs to have an equivelent measurement, surely? And ill go have a look at newtons Game Dynamics, see if i can find anything. Thanks Andy
  6. Ok i thought i would be along them lines. Im sure you know what i mean though as your doing a flight sim, to truly replicate a simulator, you find say a planes weight and mass of wings, fuselarge ETC and all forces depend on them values (mainly gravity)... so to replicate that in LE you need to be able to put the actual weight values in so the object "moves or translates" the same in LE as it would in real life. Anyways.. i had a feeling from playing that it might be around 1kg to 1mass. Thanks Andy
  7. Yes i understand that, but... (an im not denying any of this as it might just be me getting all confused).. but say i have a ball thats 2KG in real life and i drop it from 2 meters then it will take a certain amount of time to get to the floor due to its weight and gravity. So in LE... if i set my ball at 2m high in LE and set the mass to 2, will it fall the same? We dont know becase we dont know what 1 mass in LE is? It might be 1kg, 1g, 1ton? Thanks Andy
  8. Hi, just wondering if there is one. Only if your doing some physics math and equations which rely on real mass and weight distribution, then they obviously have a measurement in real life. So...when i first thought about this i thought well, 1 = 1 in LE so i could make 1 be any measure i want... but that 1 in LE is dependent on LE's gravity and therefore sureley must have some sort of equivlent? no? Thanks Andy
  9. ahh right, well like i said, it was only somthing i thought. I realise now that maybe i was thinking more towards gamelib. Anwyays. im not knocking it as it does save an awful lot of time and does an excellent job with the effects. Andy
  10. Ahh right i get you, thats sounds good then, one thing i am yet to understand though is. If i write my complete game in lua? How do i "build" it to an exe file? Yeh.. i have used it before but im sure i found it was very "one way game oriented" like for FPS games. But i may be wrong. Thanks Andy
  11. Excellent thread! I to somtimes have problems understanding the framewerk and what language is best to use ETC. I would love to know and learn C++, but i am fulltime delphi programmer and i know (whilst i remain in the job i have been in for the last 7 years) ill be using delphi untill i retire or win the lottery! So i am still in the stages of choosing what language is best to learn for LE and the "hobbiest". I really dont think there is much point me "trying" to learn C++ for hobby use. Since 2.3 i had never touched lua, but so far i am really liking it! Its... free, simple and easy to underdstand and use. But it does concern me when i read above But... i have downloaded blitzmax demo and really liking that, but just grudge to pay for the ide when i am finding lua so good and easy. So i think its going to be either, lua or blitzmax. (fortunatly there doesnt seem to much between them from syntax POV) on the question of framewerk, is it somthing i can just "include" and use bits from it, or do i have to use it in replacment? Thanks Andy
  12. Sorry, my fault. Yes your correct for that command. Im wanting to know for this command AddbodyForceAtPoint , which i cant work out how to do. Thanks Andy
  13. Sorry Should of got back to you, i confirm it works just fine. Thanks Andy
  14. Ok, ive been here before with other engines and it allways does me. If i have an object that has a force acting on it, the object will move, or spin ETC, how can i keep that force local to the objects angles? Thanks Andy
  15. Ok, so then to retreive the actual X Y Z in lua i would use (from the command i posted) meshAngles.X , meshAngles.Y ETC? thanks Andy
  16. lol. you joking... so at the moment.. there is no way in lua of retriveing the angles of a mesh? Andy
  17. Hi ,not sure if im right here but the wikia command for "get rotation" is: entity:GetRotation( global ) Yet i cant seem to get that to compile but what i can get to compile is: MeshAngles = EntityRotation(mesh,1) Is that wrong... right or am i just confused? Thanks Andy
  18. lol Ill try when i return back from work.... Andy
  19. lol, does that mean you dont know... or does that mean try it and be surprised??? .. i hope the latter! Andy
  20. Hi, ive not tryed this yet but... if i have a rectangle floor thats 100% transparent, can i have it so it still receives shadows? Thanks Andy
  21. Andy Gilbert

    Week 2

    But.. i 100% agree with you josh, and really look forward to more docs and making the excellent feature packed engine more useable, or easier to understand...Hmmm i dont really know how to explain it, but im sure you understand. Andy
  22. Yea your right, need the scripts/base.lua in there. Thanks Andy
  23. Sorry, i didnt mean it like that ,what i mean was i would fix bodies together using fixed pivots. Andy
  24. Trying to check for key inputs in lua but struggling. I tried : if KeyDown(KEY_SPACE)==1 then model1body:AddForce(Vec3(0,0,100)) end Which didnt work, so i then tried : if KeyDown(KEY_SPACE)==1 then AppTerminate=1 end Which also does nothing.... thanks Andy
  25. Hmm not sure if i understand that, all i need know is commands, which im sure many others do to: for isntance like now, im trying to set the entity type in lua? I havnt got a clue what it is, ive tried the obvious: model1:EntityType(1) - nope model1:SetType(1) - nope model1:CollisionType(1) - nope I dare say you could tell me... but then ill only get to the next command i need and same prob. Also whilst your here... Ive noticed some commands arnt syntaxed? or color coded? For instance: model1=LoadMesh("abstract::simple.gmf") model1:SetPosition(Vec3(0,2,5)) model1:SetScale(Vec3(0.1,0.1,0.1)) model1body=CreateBodyBox(2,2,5) model1:SetParent(model1body) model1body:SetMass(1) SetScale , Setmass arnt yet they work fine. Thanks Andy
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