DruggedBunny

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Viewing 15 posts - 211 through 225 (of 347 total)
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  • in reply to: mojo3d: set child to have no parent? #12908

    DruggedBunny
    Participant

    Hmm, guess I could do that. Wondering if it’s intended, though, as it seems weird not to be able to place into same hierarchy level as default entities.

    in reply to: mojo3d: set child to have no parent? #12906

    DruggedBunny
    Participant

    I guess I want to make it a member of Scene.RootEntities? Is it safe to just do Scene.RootEntities.Add (entity)? Feels like setting parent to Null should do that, though, like parent’s Null status, above.

    EDIT: Nah, that’s not allowed, being private!

    in reply to: Oddball's polygon collision code conversion. #12904

    DruggedBunny
    Participant

    @cocon That is the new home of skidracer’s Blitz/Monkey1 web archive, it just moved from wasted.nz.

    Thanks, Jesse!

    in reply to: mojo3d Physics Samples #12898

    DruggedBunny
    Participant

    Thanks, hopefully it might help others start playing with this stuff!

    in reply to: mojo3d Physics Samples #12879

    DruggedBunny
    Participant

    Also, note that red boxes dropped via “D” in wall sample may stop responding when Space is pressed — this is intentional, and is the default behaviour of RigidBody — bodies well away from others will auto-sleep until hit again to reduce processing.

    Pass False to Start () call in DropBoxes to disable sleeping!

    in reply to: mojo3d Physics Samples #12878

    DruggedBunny
    Participant

    Make boxes bouncy by adding this in PhysBox.Start:

    in reply to: mojo3d Physics Samples #12877

    DruggedBunny
    Participant

    Try turning off shadows in second demo if lots of boxes cause slowdown on your system!

    in reply to: mojo3d Physics Samples #12876

    DruggedBunny
    Participant

    Example 2: Wall of boxes

    in reply to: Does Bullet auto-remove bodies once settled? #12873

    DruggedBunny
    Participant

    OK, fixed this (thanks, skidracer!)…

    1) Added #Import “<bullet>”

    2) Added body.btBody.setActivationState (bullet.DISABLE_DEACTIVATION) in PhysBox.Start ()

    I suppose it’s just because it’s early days, but guess RigidBody would eventually expand to give more direct access to the rest of this stuff — it took a little bit of digging around in the source, and I don’t know what might get made private over time.

    (I get that making most bodies sleep is expected, BTW!)

    Reading Bullet resources online today, hope to see constraints come in next, and I notice there’s a built-in vehicle class — would be awesome to see that in mojo3d as standard (with demo, cough)!

    Stiil, early days and plenty to learn with what’s there…

    Code at top updated.

    in reply to: Does Bullet auto-remove bodies once settled? #12869

    DruggedBunny
    Participant

    Looks good, thanks, Simon… will see if we have access to it later!

    in reply to: Does Bullet auto-remove bodies once settled? #12866

    DruggedBunny
    Participant

    Updated code to drop new boxes on hitting D — run the program, let boxes settle for 5 seconds, confirm no longer responding to B, then drop a box so it collides. They will now respond to B.

    in reply to: Does Bullet auto-remove bodies once settled? #12865

    DruggedBunny
    Participant

    Actually, they’re (apparently) being deactivated, not removed from the simulation — if some stop responding but others are still active (you need some settled on the ground for 5 seconds, while some are still in the air, to create this situation), they can be brought back into play when hit by others.

    I assume this is some default Bullet setup…

    It can also be way less than 5 seconds…

    (If all are settled and non-responsive, BTW, hit Space to rebuild the wall and thereby bring all boxes into play.)

    in reply to: Removing from Stack/Stack Assert? #12863

    DruggedBunny
    Participant

    Nice, thanks nerobot.

    in reply to: Removing from Stack/Stack Assert? #12859

    DruggedBunny
    Participant

    Just posting working versions with List and Stack (manual iteration) variants… quite different code needed for each! (For quick reference, the Game class’s boxes field is the container in both cases.)

    List:

    Stack:

    (Found a cooler remove effect than alpha!)

    in reply to: Removing from Stack/Stack Assert? #12831

    DruggedBunny
    Participant

    Yeah, that’s great, lots of options there. Even the iterator seems to makes sense… at first glance! Will play…

Viewing 15 posts - 211 through 225 (of 347 total)