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does Esenthel egine require experience with the DirextX SDK?
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Esenthel Online
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Post: #16
Re: does Esenthel egine require experience with the DirextX SDK?
Quote:Vec is just a function to define a position in 3D space, like if you where to place a light, or a mesh?
more or less this is the thing, but exactly speaking it's a class, with 3 float members (x,y,z) used as a vector/point/position/location or whatever

Quote:to make my skeleton interupt the old animation, to run a new one, i have to run the clear() function right?
no,
you need to call 'clear' in each frame update, when want to set animations

Quote: if(Kb.bd(KB_SPACE)){
this command works only when you tap Space twice (Kb.bd - means button double clicked), you'd like to use Kb.b(KB_SPACE) - if space pressed

for exporting/importing meshes please check EsenthelEngineSDK\English.chm documentation
12-15-2008 06:47 PM
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craksy Offline
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Post: #17
Re: does Esenthel egine require experience with the DirextX SDK?
Quote:you need to call 'clear' in each frame update, when want to set animations
i suppose thats the "main" function which updates all the time?

Quote:this command works only when you tap Space twice (Kb.bd - means button double clicked), you'd like to use Kb.b(KB_SPACE) - if space pressed

i actually new that... i was just playing around with the different functions! guess i just forgot to undo the changes pfft

Quote:for exporting/importing meshes please check EsenthelEngineSDK\English.chm documentation

it wasnt about filetypes i ment... i meant how to actually export from maya (i am pretty new with maya) but i posted a thread on a maya community forum, so nvm.

but thanks for all your help grin
and in the future, ill check out the tutorials/documentation before i ask stupid questions
12-15-2008 07:28 PM
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Esenthel Online
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Post: #18
Re: does Esenthel egine require experience with the DirextX SDK?
Quote:i suppose thats the "main" function which updates all the time?
yes

Quote:but thanks for all your help
you're welcome
12-15-2008 07:47 PM
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craksy Offline
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Post: #19
Re: does Esenthel egine require experience with the DirextX SDK?
last question (sorry :( )

what is Tm.d ?
i checked both line comments in tutorials, and declaration, but it just says "time delta", which i dont really know what is? :oops:
12-15-2008 11:21 PM
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Esenthel Online
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Post: #20
Re: does Esenthel egine require experience with the DirextX SDK?
time delta = frame time = time derivative = time difference between current and previous frame
12-15-2008 11:30 PM
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craksy Offline
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Post: #21
Re: does Esenthel egine require experience with the DirextX SDK?
eeh... excuse me?
now i dont even remember which tutorial it was used, in, or what it was used for, but i dont think i really understand it..
is delta the time difference between current frame, and last frame in like seconds or something?
how can this be usefull?

sorry to keep bothering you with stupid questions -.-'
but i really got all excitet by this engine, and about learning it! you really did a good job on this thing grin
12-15-2008 11:46 PM
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Esenthel Online
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Post: #22
Re: does Esenthel egine require experience with the DirextX SDK?
Hi,

Thank you,

the time delta is in seconds (like most of the time values)

its useful when you plan to update some things according to time

for example position according to velocity
pos += vel * Tm.d;

Tm.d is used multiple times in lots of tutorials, just look at the tutorials and you'll see how its used
12-16-2008 12:12 AM
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craksy Offline
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Post: #23
Re: does Esenthel egine require experience with the DirextX SDK?
eeh... maybe i am just asking extremely stupidly, but why couldnt you just use Tm.time? :oops:
12-16-2008 01:50 AM
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Esenthel Online
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Post: #24
Re: does Esenthel egine require experience with the DirextX SDK?
Tm.time can be used only when a time dependant function is of a known formula,
for example:

Vec pos= Vec(1,2,3) // constant starting position
+ Vec(3,4,5) * Tm.time(); // constant velocity * absolute time value

but when you have velocities changing during time, depending on player input, velocity is a variable, then you need to update the position each frame according to _current_ value of velocity and time delta.

Vec pos; // objects position

void update()
{
Vec vel=getObjectVelocity(); // get objects current velocity
pos+=vel * Tm.d;
}

the above example cannot be used with absolute time (Tm.time()) but only with time differences (Tm.d)
12-16-2008 12:39 PM
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craksy Offline
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Post: #25
Re: does Esenthel egine require experience with the DirextX SDK?
i not sure if i understand completely but i proberly will, with time..

anyway heres how i see it. correct me if i am wrong:

Tm.time is only usefull for constant velocity, like fx. an animation on a character.

Tm.d is usefull for changing velocities, like for example a car accelerating, or such...

am i completely wrong about this?
if i am, then never mind.. i guess ill understand it when i get to work a little more with the engine, and look a little more at the tutorials!
12-17-2008 05:04 PM
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Esenthel Online
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Post: #26
Re: does Esenthel egine require experience with the DirextX SDK?
You're on the right way smile

Just rembember that Tm.time() is the absolute time of an application (how long is it running), and Tm.d is the difference between frame times.
12-17-2008 05:17 PM
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