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Does this happen with ‘simplelight’ or other bananas?
Can you describe the issue better, I can’t really see anything from the screenshots.
Can you try on a PC or other hardware?
I’m glad the retina display works!
You should probably create your own material class, eg:
Class MyMaterial Extends Material
No docs here as yet, but start by copying PbrMaterial, renaming the shader, adding your own properties etc.
Not all file formats are currently enabled, see: modules/assimp/makefile.monkey2.
This was mainly to help preserve my sanity will getting assimp working, it’s a monster lib.
This has nothing to do with textures – original post was a bit misleading.
The problem is that the way I’ve implemented assimp loading means the ‘.mtl’ file is being ignored.
Will be fixed eventually, but for now I recommend using a different format.
What’s the main reason for using radians instead of degrees now?
Because it’s what mojo3d and all cpus and fpus and the standard C libs and a ton of equations and algorithms and 3rd party libs and 99% of programing languages and apis etc etc etc use – suck it up! I’ll probably add some DegreesToRadians style functions to math.monkey2 eventually though.
For more ‘mathsy’ reaons, google ‘why use radians?’ for eg:
Why Radian Measure Makes Life Easier In Mathematics And Physics
Not sure if I should be checking for keypresses during OnRender, as that seems wrong going by mx1;
It’s fine.
Should RequestRender be at the start of OnRender, or at the end? Does it matter?
Doesn’t matter.
Ok, gotcha now, think I now what’s going on and will have a go at fixing it soon.
In the meantime, the only fix is really to use a ‘single file’ format. Obj files are split into 2 bits and the assimp loader is failing to load the ‘mtl’ bit so it’s being ignored.
Some “player object” system…would be amazing!
Totally agree! Being able to combine rigid (eg: crates/blocks), kinematic (eg: platforms, ‘machines’), static (eg: scenery) and ‘player objects’ (eg: characters, vehicles etc) seamlessly with little to no kludgery would be great!
I had to add advapi32.lib in the above as rebuilding modules failed without that
Are you sure it was when rebuilding modules? Library files should only be required at link time.
This is the second time advapi32.lib has come up though so there’s definitely something dodgy going on with it.
There doesn’t apear to be a texture file there at all! Not quite sure how obj files store textures but I would have at least expected to see a .png file or something.
Mojo3d currently only uses gltf2.0, which kind of got added while I was working on gltf1.0 so I upgraded. The main reason I upgraed is that gltf2.0 supports PBR and normal maps etc.
There are some gltf2.0 sample models here:
https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0
It may be the mojo3d gltf2 loader has bugs – if you can’t get any of these to load let me know. Also note mojo3d can’t load any gltf2 anims of any sort yet.
More on gltf here:
https://github.com/KhronosGroup/glTF
Hi,
It definitely uses radians, where ‘TwoPi’ is 360 degrees, ‘Pi’ is 180 degrees, Pi/2 is 90 degrees etc.
The way I always remember how to do conversions like these is you first ‘normalize’ the quantity, ie: turn it into a 0…1 value, and then scale it by the ‘output’ range. So degrees/360.0 will give you a normalized 0…1 angle and multiplying by TwoPi will give you radians, ie: radians=degree/360.0*TwoPi. This is the same calculation Hezkore performs above.
No idea about the VPN issue, perhaps your VPN provider (if there’s such a thing?) is indeed blacklisted?
I’ll be able to add/fix (probably should be working…) repositioning of physics objects, but it’ll only really be useful for ‘reseting’ object positions etc. (which may be want you meant). Simply ‘warping’ something into a colliding state will likely cause bullet to resolve the collision in a weird/unrealistic way.
The idea of physics simulations is really to let them deal with integrating (ie: updating) positions, velocities, accelerations, torques etc on their own, so they can deal with resolving collisions etc in as realistic a way as possible. Things don’t ‘warp’ so simulators don’t like this – you’re really supposed to apply impulse forces if you want to move something in an instantaneous (ie: game like) way.
I think the best thing I can do is to add commands for dealing for raycasting, impulse forces etc and let people play with it all!
Games like quake don’t really use ‘physics’ at all – they have a simple collision detection/response system and that’s about it. As such, environments are largely static and objects don’t move in very physically realistic ways – players run around with infinite acceleration/deceleration etc and it’s all very surreal. Fun though of course!
Quake (and b3d) handle collision/detection via raycasting, and this is probably where I’ll start (bullet has raycasting features I can use) but it isn’t really ‘physics’ in any meaningful sense. I would definitely like to see more physically correct/realistic stuff possible in mojo3d though.
Very likely due to texture paths – can you send/post a zip of the model+media?
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