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  Thread: Playable character (2.0)
Post: RE: Playable character (2.0)

You could try importing your models to the demo Bloody Massacre game project provided.
smashthewindow Feature Requests 7 7,176 06-15-2013, 06:05 AM
  Thread: Swipe gesture recognition
Post: Swipe gesture recognition

I would like to have Swipe gesture recognition with callbacks implemented into the game. This should relatively be easy as swipe gesture recognition is already exposed for iOS and Android.
smashthewindow Feature Requests 0 2,541 06-14-2013, 02:59 PM
  Thread: Mac OSX rendering error/bug?
Post: Mac OSX rendering error/bug?

I've purchased a Mac today. How it renders on Windows: [img]http://imageshack.us/a/img51/7844/fullscreent.png[/img] How it renders on a Mac: [img]http://imageshack.us/a/img29/5150/2013061381318.png[...
smashthewindow Graphics 2 3,396 06-13-2013, 12:21 PM
  Thread: Ground detection
Post: RE: Ground detection

(05-31-2013 01:34 PM)Esenthel Wrote:  Due to Physics.skin and numerical precision imperfection the actor may intersect with the ground slightly, and sweeping will not detect objects which the so...
smashthewindow Physics 6 7,227 05-31-2013, 02:26 PM
  Thread: Ground detection
Post: RE: Ground detection

(05-29-2013 06:17 AM)Scarlet Thread Wrote:  Not sure if you can get the normal from the collision in EE... You can't from cuts callback. (05-29-2013 06:17 AM)Scarlet Thread Wrote:  Alte...
smashthewindow Physics 6 7,227 05-29-2013, 11:54 AM
  Thread: Ground detection
Post: RE: Ground detection

(05-28-2013 10:25 PM)AndrewBGS Wrote:  That's really simple; inside the player class, you have this: T.ctrl.onGround() - tells you if player is ground, funny. Or maybe T.cctrl.actor.onGround(),...
smashthewindow Physics 6 7,227 05-28-2013, 10:35 PM
  Thread: Ground detection
Post: Ground detection

How does the engine detects if a character is on ground or not? I'm currently trying to implement the on ground function for other shapes than a capsule (specifically a ball.).
smashthewindow Physics 6 7,227 05-28-2013, 10:02 PM
  Thread: Grid?
Post: RE: Grid?

(05-01-2013 12:18 PM)Esenthel Wrote:  Hello, Grid.funcCreate creates areas and their data you can adjust the data to custom class using Grid.replaceClass From the tutorial, Code: // replacin...
smashthewindow Beginner Questions 4 4,425 05-24-2013, 08:49 PM
  Thread: Grid?
Post: Grid?

Sorry to be asking so many questions, but can anyone tell me how to use Grid class? I don't think there's anyway to set the individual cell's _data variable. Thank you.
smashthewindow Beginner Questions 4 4,425 04-28-2013, 08:34 PM
  Thread: PathMesh generation code
Post: RE: PathMesh generation code

@Esenthel: Is there anyway I could look at how path mesh is generated for static objects? EDIT: Nevermind, I have figured it out. I wasn't applying the transform to the MeshBase. :D
smashthewindow Beginner Questions 1 2,726 04-28-2013, 02:31 PM
  Thread: PathMesh generation code
Post: PathMesh generation code

I'm trying to generate PathMesh for a dynamically generated level. Could anyone lead me on how i might do this? Code: path.create(10); //PathWorld          &n...
smashthewindow Beginner Questions 1 2,726 04-28-2013, 06:41 AM
  Thread: Mesh visible to camera
Post: RE: Mesh visible to camera

(04-26-2013 01:17 PM)Rubeus Wrote:  Would raycasting to corners of the object's bounding box work for your purposes? There's different levels of testing that you can use-the more accurately you ...
smashthewindow Support 5 5,142 04-26-2013, 05:29 PM
  Thread: Mesh visible to camera
Post: RE: Mesh visible to camera

Raycasting only works to one point, I need to find a way to see if ANY part of the mesh is visible and not obstructed by other meshes.
smashthewindow Support 5 5,142 04-26-2013, 11:33 AM
  Thread: Mesh visible to camera
Post: Mesh visible to camera

Is there any way to find out if a mesh is visible on camera? Thanks. Ah actually nevermind, I've found the frustrum class. Thanks all. -EDIT: Is there anyway to check if the mesh is blocked by othe...
smashthewindow Support 5 5,142 04-25-2013, 11:45 PM
  Thread: Revision control for source code?
Post: RE: Revision control for source code?

(04-17-2013 08:31 AM)Scarlet Thread Wrote:  BTW is this the same "SmashTheWindow" that made crazy marble and that moon game? Haha yes it is, another Leadwerks refugee over here.
smashthewindow Beginner Questions 10 8,685 04-17-2013, 10:56 AM
  Thread: Revision control for source code?
Post: RE: Revision control for source code?

(04-17-2013 01:03 AM)Rubeus Wrote:  Any SVN program worth the time taken to download will have options as far as which folders to include or exclude, usually even types of files. Doesn't Esenth...
smashthewindow Beginner Questions 10 8,685 04-17-2013, 03:57 AM
  Thread: Revision control for source code?
Post: RE: Revision control for source code?

(04-16-2013 04:08 PM)Ozmodian Wrote:  Hi Smash, I have seen lots of posts on this in the past. From what I read, there is no reason that you cannot use SVN on your project folder for your versi...
smashthewindow Beginner Questions 10 8,685 04-16-2013, 07:17 PM
  Thread: Revision control for source code?
Post: RE: Revision control for source code?

Is there any update on this? It's quite hard to believe that everyone is working without any kind of source control.
smashthewindow Beginner Questions 10 8,685 04-16-2013, 04:05 PM
  Thread: Revision control for source code?
Post: Revision control for source code?

Is there anyway I can get subversion or even any kind of revision control for the Esenthel scripts? Working on large projects without any kind of revision control would be a pain.
smashthewindow Beginner Questions 10 8,685 04-15-2013, 01:08 PM
  Thread: EE Script question
Post: RE: EE Script question

1) What exactly do you mean by a static class? "static class" isn't a proper keyword in C++. (And also the compiler error suggests that too). I would suggest using the singleton pattern instead.
smashthewindow Beginner Questions 6 5,102 04-15-2013, 11:38 AM