Mark Sibly

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Viewing 15 posts - 631 through 645 (of 1,431 total)
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  • in reply to: Mojo lighting issue when spanning monitors. #9417

    Mark Sibly
    Keymaster

    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?

    in reply to: I use monkey 2 in Mac now #9412

    Mark Sibly
    Keymaster

    I’m glad the retina display works!

    in reply to: mojo3d -custom model format #9401

    Mark Sibly
    Keymaster

    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.

    in reply to: OBJs not loading with texture #9400

    Mark Sibly
    Keymaster

    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.

    in reply to: OBJs not loading with texture #9398

    Mark Sibly
    Keymaster

    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.

    in reply to: mojo3d – unit of rotation?! #9393

    Mark Sibly
    Keymaster

    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.

    in reply to: OBJs not loading with texture #9374

    Mark Sibly
    Keymaster

    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.

    in reply to: Moving 3D physics object #9371

    Mark Sibly
    Keymaster

    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!

    in reply to: What is needed to use MS compiler? #9370

    Mark Sibly
    Keymaster

    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.

    in reply to: OBJs not loading with texture #9369

    Mark Sibly
    Keymaster

    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.

    in reply to: Trouble loading 3D models #9368

    Mark Sibly
    Keymaster

    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

    in reply to: mojo3d – unit of rotation?! #9367

    Mark Sibly
    Keymaster

    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?

    in reply to: Moving 3D physics object #9329

    Mark Sibly
    Keymaster

    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!

    in reply to: Moving 3D physics object #9326

    Mark Sibly
    Keymaster

    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.

    in reply to: OBJs not loading with texture #9317

    Mark Sibly
    Keymaster

    Very likely due to texture paths – can you send/post a zip of the model+media?

Viewing 15 posts - 631 through 645 (of 1,431 total)