Mark Sibly

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Viewing 15 posts - 616 through 630 (of 1,431 total)
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  • in reply to: Testing youtube embeds… #9546

    Mark Sibly
    Keymaster

    And…

    Yes, ultraflaky syntax highlighter still works!

    in reply to: Testing youtube embeds… #9544

    Mark Sibly
    Keymaster

    Can you give it a quick test though? Sometimes stuff works for admin but not others…

    in reply to: Testing youtube embeds… #9542

    Mark Sibly
    Keymaster

    Just posting raw URL seems to work now!

    in reply to: Integrated docs gitHub community organisation #9539

    Mark Sibly
    Keymaster

    Ok, changed upload limit from 512k to 1M.

    And no, the built in htmlview can’t render bold, italic fonts yet – need to add this capability to mojo but it’s low priority.

    in reply to: Integrated docs gitHub community organisation #9534

    Mark Sibly
    Keymaster

    How big is that file? I’ll see if I can increase the upload limit..

    in reply to: Integrated docs gitHub community organisation #9529

    Mark Sibly
    Keymaster

    Thanks for all the effort you guys are putting into this, feel free to make a pull request when you’re ready!

    I do plan on devoting considerably more time to the docs in the near future. I would also like to get an ebook together by xmas, which I can sell to hopefully raise more funding.

    By then, 3d will have matured considerably too and the overall monkey2 package should be looking pretty sweet!

    in reply to: Unity has an image problem. #9512

    Mark Sibly
    Keymaster

    This is an interesting point actually – since only low budget games have to display the unity logo, unity has become (unfairly) associated with low budget games!

    But I think he misses the bigger point, and that’s that unity co’s customers are not gamers but gamedevs, so it doesn’t matter too much what gamers think of unity (to unity co anyway). And gamedevs see all these games written in unity (good AND bad) and can see the tech for what it is and the wide variety of games etc. so I do think the logo is a big plus for unity co.

    And the low budget association may actually be a bit of a plus for unity co in another round about way, as it gives gamedevs another reason to buy unity – to hide the fact that their games use unity!

    in reply to: mojo3d – unit of rotation?! #9477

    Mark Sibly
    Keymaster

    Another way is to have extension methods and have the alternative option of feeding either degrees or radians.

    I’m not keen on the ‘write 2 of everything’ approach, esp. giving there are gonna be ton of little methods like rx,ry,rz,worldrx,worldry,worldrz and setters and setrotation and getrotation etc. I’m also not keen on dynamically configurable angular units (eg: UseDegrees/UseRadians) for performance reasons, although, yes, 99% of users don’t need to care about performance anymore (on desktop anyway).

    However, after having talked the issue over with several of the programmers here, I do now agree now that degrees is the better default angular unit for mojo3d and will be changing entity rotation units ASAP.

    But I am going to leave monkey.math and std.geom angular units using radians. I would prefer to have ALL angles in monkey2 expressed in the same angular units (and if I had to pick one it’d still be radians for reasons given above) but maintaining consistency in this case probably isn’t worth scarificing the ease of use degrees gives you.


    Mark Sibly
    Keymaster

    Did you manage to fix this?

    in reply to: Destroying RigidBody & Collider #9463

    Mark Sibly
    Keymaster

    I had a temp Local collider and body, and it seems it didn’t unload properly when the mesh did?

    Not sure what you mean here – if you think it’s a bug, post sample code to github issues please!

    Can you reproduce the Quake problem without having Quake in there? Unless I can play with it (and the source) there’s  very little chance of me being able to help – the vids don’t really tell me a lot.

    I have some pretty good sliding collisions going with the b3d ‘castle’ model using a single MeshCollider. I really need some more complext to play with though – the free stuff around is pretty terrible.

    I will be commiting a demo soon, but this sort of stuff is not gonna be solved trial-and-error style – I *need* better models!

    in reply to: Destroying RigidBody & Collider #9451

    Mark Sibly
    Keymaster

    There is no RigidBody.Destroy yet, rigid bodies are destroyed when the entity they are attached to is destroyed. They are also disabled/enabled when their entity is hidden/shown. The idea here being to allow you to create a body for an entity and then just forget about it. In theory anyway, largely untested…

    I will add a RigidBody.Destroy at some point, but you should just let GC take care of colliders.

    How do you mean ‘setting them to null’?

    in reply to: mojo3d – proper camera class? #9436

    Mark Sibly
    Keymaster

    I will be adding PointAt, RotateTowards, AlignToVector etc methods to Entity soon.

    In the meantime, give this a shot:

    in reply to: How to use Databuffers? #9435

    Mark Sibly
    Keymaster

    Not MAVing here with the runnable code below.

    Perhaps try initializing the Global in Main?

     

    in reply to: RequestFile – open muliple files? #9434

    Mark Sibly
    Keymaster

    No, there’s currently no easy way to do this without hacking at the native code.

    in reply to: Mojo lighting issue when spanning monitors. #9423

    Mark Sibly
    Keymaster

    Ok, potential fix pushed to the develop branch at github – you just need the latest version of modules/mojo/graphics/image.monkey2

Viewing 15 posts - 616 through 630 (of 1,431 total)