About Store Forum Documentation Contact



Search Results
Post Author Forum Replies Views Posted [asc]
  Thread: Running uphill
Post: Re: Running uphill

Quote:Physics.timestep(PHYS_TIMESTEP_VARIABLE); Well, that actually helped... I checked only ROUND (thought VARIABLE is default, honestly, you could point in headers which enum's are default :P). Righ...
maxest Support 17 12,979 02-27-2009, 02:45 PM
  Thread: Running uphill
Post: Re: Running uphill

Quote:but before that, please take a look at Physics.precision and Physics.timestep methods None of this helps Quote:I've checked it, and it runs perfectly smooth. maybe you could make a video to ca...
maxest Support 17 12,979 02-26-2009, 09:48 PM
  Thread: Running uphill
Post: Re: Running uphill

Yes I have. If you don't mind, please, download this <!-- m --><a class="postlink" href="http://maxest.fm.interii.pl/Game.zip">http://maxest.fm.interii.pl/Game.zip</a><!-- m -->...
maxest Support 17 12,979 02-24-2009, 05:58 PM
  Thread: Running uphill
Post: Re: Running uphill

CLAMP2 seems to work quite good but it gets some delays/speedups from time to time. And changing smoothness hasn't affected controller. When my camera traces the controller it "quakes" :/
maxest Support 17 12,979 02-21-2009, 09:29 PM
  Thread: Running uphill
Post: Re: Running uphill

This "bouncing" may be the caused by Tm.d().. First of all, which Tm function should I use to multiply by my own "movement" vectors? Let's leave the whole physics for a while. I have such code: Code:...
maxest Support 17 12,979 02-21-2009, 08:14 PM
  Thread: Running uphill
Post: Re: Running uphill

I think you overacted :P. Now the controller can walk on every angled-surface with almost the same speed. Is it possible to set somehow the upper-angle which the character cannot walk on? Besides I wo...
maxest Support 17 12,979 02-21-2009, 12:35 PM
  Thread: Running uphill
Post: Re: Running uphill

Well, boxes are being kept in one *.ase file. This the init step: Code: Bool Init() {     Material *material1 = Materials("data/materials/brick/0.mtrl");     M...
maxest Support 17 12,979 02-15-2009, 10:27 PM
  Thread: Running uphill
Post: Running uphill

I made a simple geometry which consists of two thin boxes. One is a simple "floor", the second one is also a "floor" but is angled a bit (maybe 20 degrees) and the controller has problems when trying ...
maxest Support 17 12,979 02-15-2009, 04:10 PM
  Thread: Problem with capsule - controller
Post: Re: Problem with capsule - controller

Quote:sorry, but you're wrong After short thought I say you're right :). I use such a small subset of Esenthel's functionality that I forgot it's the engine, not framework :) Quote:void Controller::a...
maxest Support 6 5,677 02-05-2009, 10:51 PM
  Thread: Problem with capsule - controller
Post: Re: Problem with capsule - controller

Now it's ok. Imho you unnecessarily made inner multiplication of controller's velocity by delta time. What if I don't want my game to run at the same speed on every machine? :P Can I manually set/get ...
maxest Support 6 5,677 02-05-2009, 09:48 PM
  Thread: Problem with capsule - controller
Post: Re: Problem with capsule - controller

I've taken a look at the controllers tutorial but can't find the solution there. Take a look: Code:     Physics.sim().get();     Vec vel(1,0,0);   &n...
maxest Support 6 5,677 02-05-2009, 09:17 PM
  Thread: Problem with capsule - controller
Post: Problem with capsule - controller

I'm trying to configure capsule controller to work in my own fashion but I can't get it. First of all when I try to create a capsule with radius greater than 1.0 I get an error while the application i...
maxest Support 6 5,677 02-05-2009, 08:20 PM
  Thread: Bump mapping with forward shading
Post: Re: Bump mapping with forward shading

Of course. I won't ask again then :)
maxest Support 18 11,513 01-30-2009, 06:46 PM
  Thread: Bump mapping with forward shading
Post: Re: Bump mapping with forward shading

Thanks a lot. And if you could tell me that... what do you use for directional lights that shadow maps look quite nicely? Just PSSM or some more sophisticated method? :>
maxest Support 18 11,513 01-30-2009, 06:28 PM
  Thread: Bump mapping with forward shading
Post: Re: Bump mapping with forward shading

One more question not connected with this topics (just to not start the new topic): how to make greater view-distance?
maxest Support 18 11,513 01-30-2009, 05:29 PM
  Thread: Bump mapping with forward shading
Post: Re: Bump mapping with forward shading

Thanks, not it finally works! However, this comment just seem strange to me: "allow single pass rendering, this will load extra shaders and thus make the application to start much longer". Shouldn't d...
maxest Support 18 11,513 01-30-2009, 05:04 PM
  Thread: Bump mapping with forward shading
Post: Re: Bump mapping with forward shading

Now I feel totally lost. The code you showed was the starting code of this example, and it uses deferred shading. By now I really don't know which renderer (forward or deferred) is being used :)
maxest Support 18 11,513 01-30-2009, 04:23 PM
  Thread: Bump mapping with forward shading
Post: Re: Bump mapping with forward shading

Well, I actually wanted to use NORMAL mapping, but this also doesn't want to work. What should I change i bumpmapping demo to get it work with forward renderer? Here is the code Code: void SetEffect(...
maxest Support 18 11,513 01-30-2009, 04:05 PM
  Thread: Bump mapping with forward shading
Post: Bump mapping with forward shading

Is it possible to be done? I tried to modify bump mapping demo with putting LightDir into the Draw function and omitting Renderer function. What I get is flat mapping. Is the solution or Esenthel supp...
maxest Support 18 11,513 01-30-2009, 03:26 PM