Corrado
Member
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New features
Hello Grzegorz,
every day i read on your site about people and your clients that ask you something (tools, others, ...)
I think that EE is a fantastic library/engine, the class/samples programming style is perfect and all the infos are all readily availables.
You already realized good clouds and already increased greatly the draw speed with the new instance class : thanks.
I think that the EE tools are sufficient to develop a game and my personal opinion is that at this point should be
realize all the features that you entered aug 28 in "features in development" :
you wrote :
"mesh morph,
rain/snow,
glass, mirror,
physical tank wheels, improve vehicles, Ball based wheels (and appropriate joint) ,leaving wheel tracks while braking, destructable environmentsm,
specifying water areas, waterfall"
I would like to add only this :
"water : waves and foaming at the passage of boats"
Thanks again for EE and your support,
Corrado
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04-03-2009 08:19 PM |
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Esenthel
Administrator
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Re: New features
Thank you for your kind words
I'll be working on rain and snow possibly soon.
I've added water to the todo list.
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04-03-2009 08:49 PM |
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Corrado
Member
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Re: New features
tks to you,
i wait as usual the new features.
Corrado
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04-03-2009 08:55 PM |
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Corrado
Member
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Re: New features
Hello Grzeg,
any news ?
Bye,
Corrado
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05-23-2009 09:44 AM |
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Esenthel
Administrator
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Re: New features
Hi,
Well I've added lately a little improved water rendering (higher quality and better waves) this will be in the next release.
However right now I'm totally focusing on updating the World Editor with lots of new features, so I can't currently take on visual effects.
But for rain or snow you can simulate them easily using Particles, or some Meshes aligned to the camera, or by using even custom shaders.
After updating the World Editor I'll probably start working on "specyfing water areas, waterfall"
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05-23-2009 04:18 PM |
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Corrado
Member
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Re: New features
Hello,
1) Rain/snow : yes i have already implemented with other engine, but before port to EE i wish know if you will realize : in this case i wait your version.
2) Water : do you will do this : "waves and foaming at the passage of boats" ?
3) Another question : excuse my ignorance : i have to attach a single particle to one part of a mesh :
mesh : i have the mesh and the numpart
particle : i have to set the Vec3
(Please two code lines)
Thanks and Bye,
Corrado
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05-24-2009 10:39 AM |
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Esenthel
Administrator
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Re: New features
Hi
1) I'll do this in the future, but as I said im currently tied up with the World Editor new functions, so cant say when
2) yes, very possibly I'll add this option in the future
3) if you want a certain position in a mesh you should create a skeleton point in the mesh skeleton (just like you have skeletons for weapon in Bloody Massacre tech-demo)
then you can get the world position of a skeleton point (check tutorial animation/skeleton points)
for example "skeleton point * mesh matrix"
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05-24-2009 12:29 PM |
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Corrado
Member
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Re: New features
Many thanks,
about 3) :
i think its possible also without have the skeleton : i tried this :
i take the part position from the center of the part Box and then transform the pos vector according to the mesh matrix rotation :
Vec particlepos = matrix.pos + box.center();
particlepos *= matrix.orn;
But thist doesn't correctly work.
i think the last line is not correct.
Corrado
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05-24-2009 12:46 PM |
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Esenthel
Administrator
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Re: New features
Hi,
obtaining the MeshPart box isn't instant (it iterates all vertexes so it may be time consuming)
only the Mesh box is instant
you should do it like this
Vec pos=position_in_mesh;
pos*=mesh_matrix;
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05-24-2009 12:51 PM |
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Corrado
Member
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Re: New features
Many thanks,
this works perfectly.
Corrado
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05-24-2009 01:05 PM |
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