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Monkey123456789101112131415161718192021222324252627282930313233Namespace myapp#Import "<std>"#Import "<mojo>"Using std..Using mojo..Class MyWindow Extends WindowMethod New( title:String="Simple mojo app",width:Int=640,height:Int=480,flags:WindowFlags=Null )Super.New( title,width,height,flags )EndMethod OnRender( canvas:Canvas ) OverrideApp.RequestRender()canvas.DrawText( "Hello World!",Width/2,Height/2,.5,.5 )EndEndFunction Main()New AppInstanceNew MyWindowApp.Run()EndYes, ultraflaky syntax highlighter still works!
Can you give it a quick test though? Sometimes stuff works for admin but not others…
Just posting raw URL seems to work now!
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.
How big is that file? I’ll see if I can increase the upload limit..
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!
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!
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.
July 23, 2017 at 12:38 am in reply to: Compiler error: object file was built for newer OSX version … #9476Did you manage to fix this?
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!
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’?
I will be adding PointAt, RotateTowards, AlignToVector etc methods to Entity soon.
In the meantime, give this a shot:
Monkey1234567891011Function LookAt( src:Entity,dst:Vec3f,up:Vec3f=New Vec3f( 0,1,0 ) )Local k:=(dst-src.WorldPosition).Normalize()Local i:=up.Cross( k ).Normalize()Local j:=k.Cross( i )src.WorldBasis=New Mat3f( i,j,k )EndFunction LookAt( src:Entity,dst:Entity,up:Vec3f=New Vec3f( 0,1,0 ) )LookAt( src,dst.WorldPosition,up )EndNot MAVing here with the runnable code below.
Perhaps try initializing the Global in Main?
Monkey123456789101112131415161718#Import "<std>"Using std..Global CompressBank:= New DataBuffer ( 256 )Function Main()For Local i:=0 Until 256CompressBank.PokeUByte( i,i )NextFor Local i:=0 Until 256Print CompressBank.PeekUByte( i )NextEndNo, there’s currently no easy way to do this without hacking at the native code.
Ok, potential fix pushed to the develop branch at github – you just need the latest version of modules/mojo/graphics/image.monkey2
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