Search found 10 matches
- Tue Oct 25, 2011 12:08 am
- Forum: Questions and Help
- Topic: Angular Velocity from WorldTransform
- Replies: 2
- Views: 2817
Re: Angular Velocity from WorldTransform
Ah, cool. It sounds like EntityRotator may be just what I was looking for.
- Mon Oct 24, 2011 9:51 pm
- Forum: Questions and Help
- Topic: Angular Velocity from WorldTransform
- Replies: 2
- Views: 2817
Angular Velocity from WorldTransform
Hey Guys,
Is there a good way to extract rotation data from a WorldTransform, so that I could apply it to an entity's angular velocity?
Is there a good way to extract rotation data from a WorldTransform, so that I could apply it to an entity's angular velocity?
- Mon Oct 24, 2011 7:56 am
- Forum: Questions and Help
- Topic: Using a DetectorVolume with Kinetic Entities
- Replies: 6
- Views: 4378
Re: Using a DetectorVolume with Kinetic Entities
Ah, so I wasn't completely just making things up in my head (always a good thing). Another possibility: if the bounding box is somehow not being updated or the entity is otherwise unfindable by the broad phase query accelerator, the DetectorVolume would not detect anything. Hm...I don't think that w...
- Mon Oct 24, 2011 7:06 am
- Forum: Questions and Help
- Topic: Using a DetectorVolume with Kinetic Entities
- Replies: 6
- Views: 4378
Re: Using a DetectorVolume with Kinetic Entities
Hey Norbo, It looks like I might have found the issue. I was moving the kinetic entity around by updating it's world transform every update, instead of just trying to move it around purely using velocities. After doing a quick test with only velocity based movement, it looks like it's detecting coll...
- Mon Oct 24, 2011 6:10 am
- Forum: Questions and Help
- Topic: Using a DetectorVolume with Kinetic Entities
- Replies: 6
- Views: 4378
Using a DetectorVolume with Kinetic Entities
Hey guys, I have a scenario where I have one box shaped DetectorVolume that doesn't currently move, and one box shaped kinetic entity that I can control with user input and move around. I'd like to detect and have an event go off whenever the kinetic entity does any kind of colliding with the Detect...
- Thu Oct 06, 2011 8:50 pm
- Forum: Questions and Help
- Topic: Deforming a StaticMesh
- Replies: 2
- Views: 3393
Re: Deforming a StaticMesh
Hey Norbo, Thanks for the help. I had fooled around with Reconstruct a little, but as you mentioned it creates garbage and definitely was slower so it didn't really give me the results I was looking for. Refit() seems to work great though, so it looks like I can just use that. So now after I get my ...
- Thu Oct 06, 2011 6:04 am
- Forum: Questions and Help
- Topic: Deforming a StaticMesh
- Replies: 2
- Views: 3393
Deforming a StaticMesh
Hey guys, I was wondering what the best way is to deform a StaticMesh at runtime. Is there a good way to do it? Right now all I can think of is to re-calculate my StaticMesh's vertices and indices everytime it gets a crater like impact that deforms it...and then remove the StaticMesh, and create a n...
- Wed Apr 20, 2011 3:13 am
- Forum: Questions and Help
- Topic: Characters, Ramps, and Ladders
- Replies: 2
- Views: 2938
Re: Characters, Ramps, and Ladders
Thanks for the help. I'll have to take another look at MaxSlope, though by the sounds of it I might be having a problem with the raycast hanging...so I'll definitely have to check that.
Also the rail idea is curious and is something I'll definitely have to test out. Good stuff.
Also the rail idea is curious and is something I'll definitely have to test out. Good stuff.
- Tue Apr 19, 2011 11:34 pm
- Forum: Questions and Help
- Topic: Characters, Ramps, and Ladders
- Replies: 2
- Views: 2938
Characters, Ramps, and Ladders
Hey guys, I'm currently using the SimpleCharacterController from version 0.15.2 and I'm having an issue with some of my movement. Some of the buildings in my game have somewhat steep ramps or 90 degree ladders that I'd like the player to be able to climb at the same speed as the normal walking speed...
- Wed Nov 24, 2010 9:44 pm
- Forum: Questions and Help
- Topic: Displaying Terrain in ModelDrawer v0.14.3
- Replies: 0
- Views: 30963
Displaying Terrain in ModelDrawer v0.14.3
Hey guys, I just wanted to give everyone a heads up regarding a debugging issue I came across. If anyone is using the ModelDrawer to help debug and/or align physics to their graphics and in particular tried to align their terrain heightmap, they might've noticed that in v0.14.3 their heightmap tends...