DruggedBunny

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Viewing 15 posts - 196 through 210 (of 347 total)
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  • in reply to: mojo3d Physics Samples #13222

    DruggedBunny
    Participant

    These won’t work with latest Github ‘develop’ branch — however, the only change needed should be in OnRender:

    From…

    scene.Render (canvas, cam)

    To…

    cam.Render (canvas)

    Optionally, in Example 3, you can delete the whole Class Entity Extension and replace…

    pb.model.RemoveParent ()

    … with:

    pb.model.Parent = Null

    I’ll update the samples here once the itch.io release includes these changes.

    in reply to: Loops: For…End is Allowed? #13217

    DruggedBunny
    Participant

    Yes, that was the case in Monkey1 as well — most blocks can use End, eg. While certainly works.

    in reply to: One way platform collision? #13202

    DruggedBunny
    Participant

    Don’t know if any good, but the Monkey1 code at the very bottom of this page seems to work…

    I didn’t understand Nate’s comment about ceilings here (different thread — second post from bottom), but the gist of his method sounds good.

    in reply to: Website refresh #13156

    DruggedBunny
    Participant

    I would just say the #post number links are very low-contrast — and I think they should be, but could use a touch more to distinguish from the background. Other than that, I think I’m done whining, really good overall now!

    EDIT: Ooh, are you able to add a Select All button for code boxes?

    in reply to: Website refresh #13155

    DruggedBunny
    Participant

    Yeah, definitely a lot better now, thanks for your efforts! Much better from my perspective anyway, looking good, and the code boxes too!

    in reply to: Website refresh #13149

    DruggedBunny
    Participant

    Also, still finding it all a bit blinding! Could the darker greys be made a little darker, and Edit/Reply be made clearer? (Ideally not so much pure white too!)

    Nice work on the paid modules thing, that works well.

    in reply to: Website refresh #13148

    DruggedBunny
    Participant

    Could code be put into a [codebox]-like* box by default, ie. fixed-size with scroll bars? I find it takes way too much scrolling to get through a thread with full-length code by default.

    Here’s an example of OMGSCROLLING!! (OK, I’m the guilty party here, but I’ve no choice!)

    Alternatively, perhaps apply it to code over a certain short length (probably better), or at least make it an option?

    * [codebox] being the BlitzMax forum tag as seen in the last two code-posts here.

    in reply to: mojo3d Physics Samples #13147

    DruggedBunny
    Participant

    This is an update to Sample 2, wall of boxes. (No shooting in this one!)

    I found that the original gradually slides apart over around 3-4 minutes (faster if no vsync), due to all boxes being forced to remain active, rather than using the default sleep timer to deactivate them.

    I’d done this because if they fell asleep, per the default behaviour, pressing Space would not wake them up again, so instead of rising up they would just sit still, unless hit by another box.

    This version uses the default sleep timeout, but now when you hit Space, it wakes all boxes so they can rise up, yet it allows the wall to be much more stable by default.

    I’ve also added colour-coding, so that you can see the current physics state. If you do nothing, all boxes will turn orange after a few seconds.

    Use Space to ‘boost’ all boxes, or D to drop boxes into the scene. (DropBox now uses a timer to limit number of boxes per second.)

    Fun challenge: boost the wall off the top of the screen and try land it again without it all collapsing!

    Note for non-native English speakers: “nodding off” means falling asleep! This is the state where Bullet Physics is sampling an object’s movement to see if it should be deactivated.

    Example 4: Wall of boxes showing sleep states

    in reply to: Website refresh #13132

    DruggedBunny
    Participant

    I noticed the only way to get to the IAP thing seemed to be via the scrolling menu thing, maybe ought to have a more ‘solid’ page of its own, otherwise it’s quite hard to find, even if you saw it in passing! (Maybe under Modules -> Buy?)

    in reply to: Get to Da Choppa! #13130

    DruggedBunny
    Participant

    Love the look!

    in reply to: mojo3d Physics Samples #12999

    DruggedBunny
    Participant

    This sample adds a lintel or “top bit” to the wall, and finally adds shooting via Space bar!

    Demonstrates how to orientate a bullet from the camera (or gun) and apply impulse force.

    Code’s getting a bit messy, but hey-ho.

    Example 3: Wall of boxes and SHOOTING ACTION!

    in reply to: Website refresh #12973

    DruggedBunny
    Participant

    Yeah, definitely needs contrast (very eye-straining to read!), but good work overall, certainly looks better.

    I noticed earlier that the first code example uses lower-case ‘struct’ whereas most keywords are capitalised. The language does allow it, but it looks inconsistent as the first thing people would see.

    in reply to: mojo3d: set child to have no parent? #12912

    DruggedBunny
    Participant

    In my last version, adding the nonentity.Visible = True suggestion doesn’t actually work (still disappears), though your last matrix code seems to do it.

    But, yeah, I think what you’re saying there regarding keeping the world matrix is what I was after!

    in reply to: mojo3d: set child to have no parent? #12910

    DruggedBunny
    Participant

    Not actually trying to hide things here, by the way — I want child to pick up parent’s position/rotation in the world, then be freed from parent: as in create bullet at end of gun, then free from parent so I can fire independent of parent’s future movement.

    In my case, ‘gun’ means 5 units in front of current camera position at current rotation!

    in reply to: mojo3d: set child to have no parent? #12909

    DruggedBunny
    Participant

    That doesn’t do it for me — I create a nonentity:Entity and hit space to set as child’s parent, but it still just disappears:

Viewing 15 posts - 196 through 210 (of 347 total)