DruggedBunny

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Viewing 15 posts - 136 through 150 (of 347 total)
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  • in reply to: Read data restore? #14349

    DruggedBunny
    Participant

    Ha, nicely done.

    in reply to: World position of vertex? #14346

    DruggedBunny
    Participant

    Cool, thanks, have saved that for reference, will try grasp it, or as much as I need when I need it!

    I have stumbled across ModelViewProjectionMatrix and the like in GLSL fragment shaders, something I’ll be dabbling in again soon, and I realised earlier that this vertex drawing is probably a good candidate for shader-ising anyway.

    Got my terrain vertex drawing working for now, slow as heck (obviously), but this might actually help me narrow it down within a given range and speed up slightly.

    At least I can see where the vertices are in relation to my texture, which is what I was after!

    in reply to: World position of vertex? #14341

    DruggedBunny
    Participant

    Thanks, Mark, that looks to have done it… handy to know it was that simple!

    in reply to: Read data restore? #14327

    DruggedBunny
    Participant

    Hmm, wasn’t able to get FileStream.ReadAll to read into the array without crashing (no idea why), so suggest using DataBuffer instead! Gives you a block of unsigned bytes, much like a byte array…

    [/crayon]
    in reply to: Read data restore? #14326

    DruggedBunny
    Participant

    Docs are a bit tricky (WIP!), but this is how I would go about it, guessing that functions for interacting with files are likely going to be part of std… clicking into the std tree under Ted’s Docs tab, then finding std.filesystem, then going through the function list:

    Amend f:String to the file you want to check. (Demo may or may not work as-is… never assume system paths like this, or that OS is even Windows!)

    [/crayon]
    in reply to: Read data restore? #14323

    DruggedBunny
    Participant

    DataBuffer is probably better for a load of bytes, or a simple byte array in your struct/class?

    [/crayon]
    in reply to: Think I've found why MeshCollider doesn't work! #14306

    DruggedBunny
    Participant

    Updated my ToyBox thing to include new TerrainCollider-based TerrainBody, works great so far! (Above web demo updated to use this.)

    [Forgot about the Chrome reloading thing — think this may just be down to my use of F5 to re-drop boxes, try amending source in Projects thread.]

    in reply to: ToyBox – physics demo kit #14305

    DruggedBunny
    Participant

    Updated to use new TerrainCollider in ‘develop’ branch:

    [TerrainBody web demo]

    ToyBox Source

    in reply to: Ted2Go IDE #14300

    DruggedBunny
    Participant

    Hmm, that sounds like a decent workaround, thanks!

    in reply to: Think I've found why MeshCollider doesn't work! #14291

    DruggedBunny
    Participant

    Hmm, I’m on Firefox. I do use F5 for dropping boxes here, probably not ideal for web browsers, but assume not related from your description?

    EDIT: Wait, from your description, that could well be the problem! Recommend a KeyHit edit and rebuild!

    in reply to: Think I've found why MeshCollider doesn't work! #14288

    DruggedBunny
    Participant

    OK, this is getting pretty cool! Nice little terrain/cubes collision demo…

    EDIT: Now using new TerrainCollider. See main ToyBox thread in Monkey 2 Projects forum for source.

    [Web demo]

    Bit slow to start up — wonder if this might now be sped up with the aforementioned btHeightfieldTerrainShape? I’m using the MeshCollider here.

    (Needs latest ‘develop’ version for anyone trying it.)

    in reply to: Think I've found why MeshCollider doesn't work! #14287

    DruggedBunny
    Participant

    Just confirming the demo is working perfect now.

    in reply to: Sprite collision? #14284

    DruggedBunny
    Participant

    See my previous post if you fancy a porting job, but also this:

    module PNG2Polygon

    You can install via the Ted2Go module manager (Build menu) and try the examples in the module folder.

    in reply to: Sprite collision? #14282

    DruggedBunny
    Participant

    That collision code’s here, for what it’s worth. (Ctrl-F -> colli)

    in reply to: Think I've found why MeshCollider doesn't work! #14258

    DruggedBunny
    Participant

    Cool, look forward to giving it a go!

Viewing 15 posts - 136 through 150 (of 347 total)