Search Results
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Forum |
Replies |
Views |
Posted
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Thread: Multiplayer Racing
Post: RE: Multiplayer Racing
Hi, you have the source code available on the store -> source code -> games. |
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cat555 |
Showcase |
12 |
16,502 |
06-04-2019, 10:20 AM |
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Thread: ANDROID - Allow to hide Navigation Bar
Post: RE: ANDROID - Allow to hide Navigation Bar
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cat555 |
Feature Requests |
2 |
4,567 |
06-04-2019, 10:11 AM |
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Thread: [ANDROID] Ability to use device vibration feature
Post: RE: [ANDROID] Ability to use device vibration feat...
(04-28-2015 10:35 PM)Esenthel Wrote: added to the roadmap
Thanks! |
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cat555 |
Feature Requests |
2 |
5,890 |
04-28-2015, 10:36 PM |
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Thread: [ANDROID] Ability to use device vibration feature
Post: [ANDROID] Ability to use device vibration feature
Hi,
It would be nice if it is possible to use android device vibration feature.
@Esenthel, can you consider to add this to roadmap?
Thanks! |
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cat555 |
Feature Requests |
2 |
5,890 |
04-28-2015, 11:04 AM |
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Thread: [ANDROID] Dynamic created physics body is ignored
Post: RE: [ANDROID] Dynamic created physics body is igno...
(04-28-2015 01:18 AM)Esenthel Wrote: Hello,
You're using
APP_AUTO_FREE_MESH_OPEN_GL_ES_DATA
which disables accessing the mesh data, which makes this:
base.createPhys(*T.mesh, VTX_POS|FA... |
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cat555 |
Platforms (Windows, Mac, Linux, Android, iOS) |
9 |
10,566 |
04-28-2015, 10:16 AM |
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Thread: [ANDROID] Dynamic created physics body is ignored
Post: RE: [ANDROID] Dynamic created physics body is igno...
(04-24-2015 10:42 PM)Esenthel Wrote: Hello,
Could you please attach a small *.EsenthelProject with the issue reproduced?
Thank you
Hi @Esenthel,
I attached a small test project for you to te... |
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cat555 |
Platforms (Windows, Mac, Linux, Android, iOS) |
9 |
10,566 |
04-27-2015, 11:32 PM |
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Thread: Setting material user_type with custom ENUM
Post: RE: Setting material user_type with custom ENUM
Hi, thanks! I see what you're doing, but that way i manage to get it working also...
But that's not what i need... i'm getting the material in the terrain/ground objects (just under the actor), and b... |
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cat555 |
Graphics |
5 |
6,064 |
04-24-2015, 10:05 AM |
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Thread: [ANDROID] Dynamic created physics body is ignored
Post: RE: [ANDROID] Dynamic created physics body is igno...
(04-23-2015 11:35 PM)Esenthel Wrote: Hello,
You can't set a scaled matrix to Actor.matrix, it must be uniform length.
Hi @Esenthel,
Ok, i accept that (but why it works on Linux?)... i've now... |
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cat555 |
Platforms (Windows, Mac, Linux, Android, iOS) |
9 |
10,566 |
04-24-2015, 09:31 AM |
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Thread: [ANDROID] Dynamic created physics body is ignored
Post: RE: [ANDROID] Dynamic created physics body is igno...
I've been testing actor that is created and it is created and correct positioned, even on Android... but for some reason, is if not being there...
Code:
void create(Game.ObjParams &obj)
{
... |
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cat555 |
Platforms (Windows, Mac, Linux, Android, iOS) |
9 |
10,566 |
04-23-2015, 03:08 PM |
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Thread: Setting material user_type with custom ENUM
Post: RE: Setting material user_type with custom ENUM
(04-23-2015 12:56 AM)RedcrowProd Wrote: you have to set manually the user_type, user type is int.
so GROUND_GRASS is null because not valid.
if you set user_type = 1; it will stay 1 as userty... |
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cat555 |
Graphics |
5 |
6,064 |
04-23-2015, 01:49 PM |
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Thread: [ANDROID] Dynamic created physics body is ignored
Post: RE: [ANDROID] Dynamic created physics body is igno...
Hi @Esenthel,
I didn't noticed your feedback :\
I'm working again on this part of my game, and can't fix this... i don't know what you mean, since actor.matrix(T.matrixScaled()); is actually working... |
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cat555 |
Platforms (Windows, Mac, Linux, Android, iOS) |
9 |
10,566 |
04-23-2015, 12:58 AM |
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Thread: Setting material user_type with custom ENUM
Post: Setting material user_type with custom ENUM
Hi, i'm trying to set material user_type with custom ENUM. I do this on application start, so i can use it on update methods.
Here's example:
Code:
void InitMaterials()
{
// MATERIALS U... |
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cat555 |
Graphics |
5 |
6,064 |
04-22-2015, 10:29 PM |
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Thread: AAA engines moving to subscriptions?
Post: RE: AAA engines moving to subscriptions?
For what Esenthel offers, i also agree that current license value is more than fair... great great value for money!!! |
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cat555 |
Offtopic |
21 |
25,704 |
03-17-2015, 01:56 PM |
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Thread: Meters of a Area
Post: RE: Meters of a Area
It just depends on the scale you want to use... if you use 1 esenthel unit = 1 meter, you will have areas of: 32mx32m ; 64mx64m ; 128mx128m.
But you may consider to use your own scale... for example ... |
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cat555 |
Graphics |
4 |
5,304 |
02-12-2015, 05:37 PM |
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Thread: [ANDROID] Dynamic created physics body is ignored
Post: [ANDROID] Dynamic created physics body is ignored
Hi, i'm creating the following object. Problem is that, in Android actors don't collide with this object, but in Linux all works fine as expected in terms of collision...
Am i forgetting something sp... |
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cat555 |
Platforms (Windows, Mac, Linux, Android, iOS) |
9 |
10,566 |
01-26-2015, 03:11 PM |
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Thread: Mesh face index = mesh part index?
Post: [SOLVED] RE: Mesh face index = mesh part index?
Ok, solved the issue... problem was related only with the creation of the object. Now i have:
Code:
class GroundObj : Game.Static
{
MeshBase base;
&... |
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cat555 |
Support |
12 |
11,501 |
01-25-2015, 08:29 PM |
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Thread: Mesh face index = mesh part index?
Post: RE: Mesh face index = mesh part index?
(01-24-2015 10:41 PM)Esenthel Wrote: Hello,
The face index gives you face index in a single MeshPart, it is not a mesh part index.
Hi @Esenthel, thanks for your reply!
But, i'm using hit.fac... |
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cat555 |
Support |
12 |
11,501 |
01-24-2015, 11:08 PM |
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Thread: Mesh face index = mesh part index?
Post: RE: Mesh face index = mesh part index?
Hi, any help please?
Thanks! |
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cat555 |
Support |
12 |
11,501 |
01-22-2015, 01:16 PM |
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Thread: Can't compile or build
Post: RE: Can't compile or build
Hi, maybe that information is a bit vague... can you post more details about the problem you're facing?
When you say loading, you're meaning that you game starts and then crashes after 2 seconds? Or ... |
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cat555 |
Support |
2 |
4,122 |
01-22-2015, 01:15 PM |
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Thread: Mesh face index = mesh part index?
Post: RE: Mesh face index = mesh part index?
Hi,
I've made a lot of changes in my code and my meshes since last post, and now i'm facing a problem... can't get the correct mesh part, so i can check for material that is being raycasted. So, i'm ... |
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cat555 |
Support |
12 |
11,501 |
01-20-2015, 02:26 AM |