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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... |
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maxest |
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17 |
12,979 |
02-27-2009, 02:45 PM |
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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... |
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maxest |
Support |
17 |
12,979 |
02-26-2009, 09:48 PM |
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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 -->... |
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maxest |
Support |
17 |
12,979 |
02-24-2009, 05:58 PM |
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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" :/ |
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maxest |
Support |
17 |
12,979 |
02-21-2009, 09:29 PM |
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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:... |
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maxest |
Support |
17 |
12,979 |
02-21-2009, 08:14 PM |
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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... |
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maxest |
Support |
17 |
12,979 |
02-21-2009, 12:35 PM |
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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... |
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maxest |
Support |
17 |
12,979 |
02-15-2009, 10:27 PM |
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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 ... |
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maxest |
Support |
17 |
12,979 |
02-15-2009, 04:10 PM |
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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... |
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maxest |
Support |
6 |
5,677 |
02-05-2009, 10:51 PM |
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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 ... |
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maxest |
Support |
6 |
5,677 |
02-05-2009, 09:48 PM |
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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... |
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maxest |
Support |
6 |
5,677 |
02-05-2009, 09:17 PM |
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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... |
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maxest |
Support |
6 |
5,677 |
02-05-2009, 08:20 PM |
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Thread: Bump mapping with forward shading
Post: Re: Bump mapping with forward shading
Of course. I won't ask again then :) |
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maxest |
Support |
18 |
11,513 |
01-30-2009, 06:46 PM |
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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? :> |
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maxest |
Support |
18 |
11,513 |
01-30-2009, 06:28 PM |
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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? |
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maxest |
Support |
18 |
11,513 |
01-30-2009, 05:29 PM |
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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... |
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maxest |
Support |
18 |
11,513 |
01-30-2009, 05:04 PM |
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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 :) |
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maxest |
Support |
18 |
11,513 |
01-30-2009, 04:23 PM |
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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(... |
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maxest |
Support |
18 |
11,513 |
01-30-2009, 04:05 PM |
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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... |
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maxest |
Support |
18 |
11,513 |
01-30-2009, 03:26 PM |