DruggedBunny

Forum Replies Created

Viewing 15 posts - 301 through 315 (of 347 total)
  • Author
    Posts
  • in reply to: Reading mojo decls… #9788

    DruggedBunny
    Participant

    Ahh, cool… thanks, Mark.

    in reply to: prompt invasion 2 is ace #9768

    DruggedBunny
    Participant

    Weird, I get an invalid image error on chalky.png here, using latest itch.io release.

    in reply to: Personal stuf… #9750

    DruggedBunny
    Participant

    Yeah, take your time, we’ll still be here!

    in reply to: Reading mojo decls… #9728

    DruggedBunny
    Participant

    Yeah, I did read that, so will just wait, was just amusing myself anyway… at least it sounds like I was using it properly!

    in reply to: Reading mojo decls… #9723

    DruggedBunny
    Participant

    Nah, I’ve tried that:

    This results in “Caught signal:Memory access violation”.

    in reply to: How to control frame rates without v-sync? #9669

    DruggedBunny
    Participant

    Don’t get that here on 7!

    in reply to: Very basic mojo3d application/template #9643

    DruggedBunny
    Participant

    Been having a bit of fun with this. Add/remove 100 cubes at a time via plus and minus keys:

    I notice that it gets slow very quickly (like, around 1,000 cubes), but I think it’s at least partly because mojo3d isn’t doing visibility culling yet — a 10,000-cube demo in Blitz3D runs very well when the camera is in the middle of the cube ‘cloud’, but slows down as you back out to view more, while similar numbers cripple mojo3d at the moment, regardless of how many are in view!

    Here it is online via Emscripten — works for me in Firefox and Opera; Vivaldi didn’t like it and I don’t have any other up-to-date browsers installed!

    http://www.hi-toro.com/temp/mx2/Incube.html

    Click within the canvas and hit + to get started!

    Oh, and I LOVE that this worked for removing cubes from the stack and the scene!

    in reply to: Monkey 2 executables on old PCs #9554

    DruggedBunny
    Participant

    Not sure if mx2 checks Windows version (yet?).

    Do mx2 executables fail on XP? Any error messages?

    Does a simple non-mojo app work, compiled in console mode, like this?

    [/crayon]

    A quick scan of /modules and /src turns up no obvious OS version checks, but it’s possible angle or sdl might do this. Wouldn’t imagine the backend C++ compiler prevents XP by default, though not sure if mx2 forces something in the build options…

    in reply to: Very basic mojo3d application/template #9454

    DruggedBunny
    Participant

    … and a stripped-down version without the demo cube or camera controls. Shows nothing, just ready for you to take over! [Updated]

    in reply to: mojo3d – unit of rotation?! #9406

    DruggedBunny
    Participant

    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!

    Yeah, but apart from that… (Ha ha/ouchie.)

    Is a set of degree variants do-able for people who aren’t actually CPUs/GPUs/math libraries? 😛

    Can be worked around if not, obviously…

    in reply to: mojo3d – unit of rotation?! #9380

    DruggedBunny
    Participant

    Just  realised my two ‘asides’ got missed!

    1. Not sure if I should be checking for keypresses during OnRender, as that seems wrong going by mx1;
    2. Should RequestRender be at the start of OnRender, or at the end? Does it matter?

    EDIT: Interestingly, VPN wasn’t blocked this time, just realised on hitting Submit that I hadn’t disabled it. Must be particular IPs that are blocked.

    in reply to: mojo3d – unit of rotation?! #9372

    DruggedBunny
    Participant

    Gah! That’ll teach me to copy/paste — I used http://wasted.nz/codearcs.php?code=510 !

    What’s the main reason for using radians instead of degrees now? I’m vaguely aware it has, er, beneficial properties… mathematically… but is pretty darn impossible to visualise a simple ‘turn by x amount’ from my end, whereas 0-360 is just like a compass. People talk about turning 45 degrees, 90 degrees, etc, in the real world.

    Not a major deal, I suppose, but it seems awkward and inefficient to have to call a function to get what I’m after. I wonder if the C++ compiler optimises the call away? I suppose the conversion has to happen somewhere if the GPU or 3D API is after radians…

    I use PIA for my VPN service (one of the biggest providers out there) and I haven’t run into this anywhere else — assume it’s built into the board software, though. Admittedly, I don’t really post much in general, but it’s a bit of a PITA to have to disable it just to post here — just realised I need to do that now!

    Thanks all!

    in reply to: mojo3d – unit of rotation?! #9365

    DruggedBunny
    Participant

    Aside #3, OT!

    Is it intentional that the forums don’t allow posting via a VPN? It either silently fails, or (as I’ve seen once) gives a message saying “Forbidden. Sender blacklisted”, with a “request number”…

    I can only post here if I specifically disable my VPN 🙁

    in reply to: Moving 3D physics object #9328

    DruggedBunny
    Participant

    You should destroy it before making it appear somwhere else

    Disable collision, place body at new position, enable collision, seems like a better idea

    Whatever works best with Bullet, I’m sure it could be wrapped in a nice “Entity.Warp”-type command that takes care of the ugly details of manually repositioning an entity within the physics system!

    Pretty sure that Newton allowed manual repositioning of physics objects, so ought to be do-able one way or another…

    in reply to: MX2 apps more intensive when minimized? #9182

    DruggedBunny
    Participant

    Weird, same here! PBR demo runs at 1% CPU while showing, but 5-7% when minimised. Back to 1% when showing again.

Viewing 15 posts - 301 through 315 (of 347 total)