Forum Replies Created
-
AuthorPosts
-
Sorry for bumping. No idea so far? I’d need the screen coordinates of enemy vessels for my HUD. What I basically want to achieve is something like this (screen is from my BB3D project):
And that TransformVector stuff is very handy for all those torpedo targeting projection stuff…
I’d love to use mx2 with mojo3d for this.
THANKS!
Attachments:
Please (really!) please add “tabs to spaces” into Ted. It has evolved so nicely (the IDE), I’d love to use it.
BTW: using your collider works great with the terrain. AWESOME! Still testing a lot…
I’ve noticed that the mojo3d-physics is gone in your dev branch, I guess it’s within mojo3d itself now?
Thanks, works great!
Works fine on my GTX 1050, GTX1070 and Quadro FX 1800 cards (Windows 10, Windows 10 and Windows 7)
Hey Abe, so it should be possible to create a server application in MX2 which listens to classic sockets plus websockets? As far as I understood this stuff you just need to react in a different way, so you have to send back kind of a http header during connect?
Cerberus already uses the new gradle build system so it will output using the newer SDKs so 64 bit while monkey is still limited to the maximum API level 25 due to Ant. Beside that I think it will still work as it’s also already 64 bit but as soon as the minimum required target is 26 it won’t work anymore.
Ah yes, running Windows 10 here. It doesn’t stretch there.
Out of interest, what’s the state of the new terrain stuff? Do you still work on it?
Awesome, this is just great, thanks!
But looking at the examples, it looks like it works just fine. Take the morpher example for instance? Or do I get you wrong?
Well you build with Android Studio anyway, so yes.
My bad, sorry.
I think that’s because of Admob. At least the Interstitial ads now need a minimum API level 14.
-
AuthorPosts
