DruggedBunny

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Viewing 15 posts - 46 through 60 (of 347 total)
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  • in reply to: What are BoxF? #15556

    DruggedBunny
    Participant

    I’ve only used the form defining opposite corners of a cube/box:

    In real-world use, this might look like:

    … where x0, y0, z0 define one extreme corner — in this case being left 0.5, down 0.5, towards camera 0.5 — and x1, y1, z1 define the opposite corner; in this case right 0.5 (forming total width of 1.0), up 0.5 and forward 0.5.

    For further clarity, you might store the box as a Boxf and pass it to CreateBox:

    As far as I can tell, you only really need 1, 1, 1 for the x, y, z segments — you might pass in more if you want to manipulate the cube’s vertices into another shape.

    So the box is:

    • -0.5 to 0.5 horizontally – New Boxf (x0, -0.5, -0.5, x1, 0.5, 0.5);
    • -0.5 to 0.5 vertically – New Boxf (-0.5, y0, -0.5, 0.5, y1, 0.5);
    • -0.5 to 0.5 depth-wise – New Boxf (-0.5, -0.5, z0, 0.5, 0.5, z1).

    … meaning it measures 1.0 in all directions.

    Another way to define it, if you want to specify a particular size:

    Or…

    The parameters define opposite corners of the cube:

    … and if you find you still struggle, just wrap Model.CreateBox into a CreateCube function (like Blitz3D!), passing in the width, height, depth and a PbrMaterial (plus potentially the optional parent entity), and returning the Model.

    in reply to: Super Thrusting Game on GitHub (mojo3d) #15534

    DruggedBunny
    Participant

    Just updated this, along with a binary release for Windows 64-bit.

    Done quite a lot since last post, chunky explosions with rocket parts being possibly the coolest. Some basic pixel shaders, too.

    Source code

    Windows 64-bit binary release

    The release doesn’t really mean anything in particular, still tons to be done/tweaked, just testing out GitHub’s release option.

    Try the shaders! (Contrary to notes below, use F-keys per the HUD.)

    NB. Undocumented Pause feature (key P) currently broken due to recent addition of delta-timing for non-physics stuff. Use R to reset!

    Recent-ish updates:

    in reply to: Godot #15532

    DruggedBunny
    Participant

    Godot 3 is actually pretty nice (I recommend this tutorial), but I found that when I wanted to build physics stuff via code — walls to knock down and the like — the whole point-and-click thing fell apart, as you have to implement it all in code anyway, so you have no 3D placeholder to help visualise objects’ positions.

    I’m sure you could work around it, but I lost interest (some of the 3D coding was impractical or difficult to figure out) and have been doing mojo3d ever since.

    That said, we know you’re not interested in monkey2 anyway.

    Godot was definitely fun to play with, so go for it.

    Please post your progress.

    in reply to: MARK OPENGL GL MACOS!!!!! #15494

    DruggedBunny
    Participant

    Huh? Mark said only two days ago that he’s looking into this.

    in reply to: Super Thrusting Game on GitHub (mojo3d) #15453

    DruggedBunny
    Participant

    Thanks for having a look… the camera definitely struggles in close-up, but it’s surprisingly tricky to resolve.

    Yeah, I’ll be adding a gem map at some point, should be really easy.

    I’m only using the default timing setup, so the truth is… I don’t really know! As far as I’m aware, mojo would default to running the display at the monitor’s refresh rate while running physics at the default Bullet rate of 60 fps, but I could well be wrong about that. (Maybe mojo/mojo3d sets physics to also match the monitor rate?) Don’t know why it would be running at exactly half the monitor’s rate either… :/

    The halve-fuel thing was for testing of the low-fuel alarm, just forgot it’s still there. (Even when I could have made use of it earlier today, gah!)

    I’ve been adding a simple sound channel mixing system today but got myself all tangled up with some subtle errors and need to start again, so haven’t committed it…

    Hard-going for me, but this is probably the longest I’ve stuck at a single project! It’ll never be a great game, but I’m learning a lot and once it’s at least working fully I intend to document it to explain its workings, how it uses the language/engine features, etc.

    Thanks again.

    in reply to: Super Thrusting Game on GitHub (mojo3d) #15444

    DruggedBunny
    Participant

    For what it’s worth, lots of updates!

    Super Thrusting Game

    A lot less ashamed of the code right now, at least… for the most part…

    Main plan is to a) implement PAUSE (scared of this because I’m not sure how the physics engine will handle it!), and b) allow clicking of in-game objects to spawn text about where they’re implemented and how.

    Current Windows 64-bit build here…

    in reply to: Ted2Go IDE #15359

    DruggedBunny
    Participant

    I actually like and use to comment blocks of code, it’s great!

    in reply to: Is there a tween lib? #15312

    DruggedBunny
    Participant

    There’s BlitzMax code here, ported from Monkey (1)…

    Tween/Easing

    Should be very easy to translate to MX2.

    Looks like it originally came from here, but the stripped-down all-in-one BlitzMax code is ironically probably easier to work with.

    in reply to: PlayfulJSTerrain port #15310

    DruggedBunny
    Participant

    Updated to fix jagged edges — threaded demo source and binary updated too. (Non-threaded ‘should’ just run from Ted2Go in recent releases, without needing GitHub develop branch.)

    in reply to: PlayfulJSTerrain port #15304

    DruggedBunny
    Participant

    Experimental

    Multi-threaded the terrain generation (for 3D demo)!

    Binary for Windows x64

    (VirusTotal results)

    Model.CreateTerrain is the slowest part in generating the terrain, so this does the heightmap generation/mesh creation in a background thread, meaning there’s only a small jerk while the new terrain swaps in. Not sure what causes the jerk — uploading to graphics card, maybe? Still much nicer than the previous demo.

    Hit G to generate new terrain while running.

    Threading is probably only in the GitHub develop branch, and is experimental. Anyway, just quickly hacked it in out of curiosity!

    Note the ground?  checks for ease of use here, avoiding complex flags while the thread does its thing. I can simply turn the ground using ground?.Rotate (0.0, 0.125, 0.0) and if ground:Model is still loading/Null then it has no effect. Mark recommends against over-use of ?  checks!

    (I realised GenerateTerrain also hard-codes the height for now (256), easy enough to modify, of course.)

    in reply to: TumbleWeed #15282

    DruggedBunny
    Participant

    I somehow suspect Discord is irrelevant to Monsieur B’s intentions anyway…

    I can’t help but imagine that 3 rather uninterested replies over a period of more than 24 hours was somewhat disappointing to him too.

    in reply to: Iterating enums (via reflection) #15221

    DruggedBunny
    Participant

    Cool, thanks, was trying to do this the other day and gave up!

    in reply to: about monkey2 internals #15172

    DruggedBunny
    Participant

    In a hurry, but I recommend using a free program like Agent Ransack (just search for it), where you can search the module or main mx2 directory, input *.monkey2 as file name and whatever you’re looking for (eg. OnRender) under “Containing text”. That’s how I get around!

    in reply to: ANDROID – FileStreams and reading .txt files #15168

    DruggedBunny
    Participant

    Yay!

    in reply to: ANDROID – FileStreams and reading .txt files #15165

    DruggedBunny
    Participant

    Have you checked if fs = Null?

    Doubting “asset:: slash data/etc” is valid, I would normally expect “asset::data/etc”. (Could be wrong though… )

Viewing 15 posts - 46 through 60 (of 347 total)