Search found 12 matches

by jimmyfo
Tue Sep 24, 2013 4:36 pm
Forum: Suggestions
Topic: More extensible camera (changes in text)
Replies: 1
Views: 18610

More extensible camera (changes in text)

Hi Norbo, after Microsoft stopped support for XNA, I went to try unity for a while - thoroughly put off by it (in a lot of ways their phsyics really frustrated me), I came back and saw you had made the dependency free version the main branch. Awesome! I grabbed the latest source and went through it ...
by jimmyfo
Sat May 11, 2013 12:36 am
Forum: Questions and Help
Topic: StaticMesh and Kinematics
Replies: 3
Views: 3327

Re: StaticMesh and Kinematics

Great post describing great code. Thanks! And donated.
by jimmyfo
Fri May 10, 2013 2:16 am
Forum: Questions and Help
Topic: StaticMesh and Kinematics
Replies: 3
Views: 3327

StaticMesh and Kinematics

Hi there, two separate questions on two separate types of objects :) 1) In my current test, I have a few entities and a large static mesh added to my game space. I can easily draw the bounding box of all the entities using something like this: for (int i = 0; i < gameSpace.Entities.Count; i++) { Deb...
by jimmyfo
Sun Apr 28, 2013 11:56 pm
Forum: Questions and Help
Topic: FixedTimeStep question
Replies: 2
Views: 2892

Re: FixedTimeStep question

Great reply! Very helpful.
by jimmyfo
Sun Apr 28, 2013 8:53 pm
Forum: Questions and Help
Topic: FixedTimeStep question
Replies: 2
Views: 2892

FixedTimeStep question

Hey Norbo, still loving the engine :) I'm implementing a different camera system than in the past and have found in certain 3rd person perspectives, I could see a lot of jitter in the behaviour of the model that I bound to my "CharacterController.Body.BufferedStates.InterpolatedStates.Position&...
by jimmyfo
Thu Jul 12, 2012 5:22 pm
Forum: Questions and Help
Topic: Quick camera questions
Replies: 2
Views: 2501

Re: Quick camera questions

Thank you for a very prompt and thorough answer! I am in the process of breaking out the camera mechanism (well, I will be now) and will share it when done, if you're interested. Thanks again!
by jimmyfo
Thu Jul 12, 2012 1:33 pm
Forum: Questions and Help
Topic: Quick camera questions
Replies: 2
Views: 2501

Quick camera questions

Is there a particular reason that the camera controls for the FPS camera are located in the CharacterControllerInput.cs class instead of in the Camera class? The Free and Offset camera input are located in the Camera class, but not for the CharacterController - just wondering if there is a reason su...
by jimmyfo
Wed May 09, 2012 3:11 pm
Forum: Questions and Help
Topic: EntityMover
Replies: 3
Views: 3465

Re: EntityMover

I was using 1.1, wasn't aware of 1.2! Just downloaded, will build and include in my project, and see about recreating these issues today (all three: CharacterController cyclinder rotation, overlapping EntityMovers, and being "bumped" away from movers). Thanks for the explanations! So an En...
by jimmyfo
Tue May 08, 2012 7:45 pm
Forum: Questions and Help
Topic: EntityMover
Replies: 3
Views: 3465

EntityMover

Hi, just a few questions trying to understand how this works :) 1) In my world space, the vast majority of my models use StaticMesh. There are a few models I want to move by setting their position manually (i.e. teleportation, as you call it) during gameplay, and for them, I chose to use a predefine...
by jimmyfo
Sun Dec 25, 2011 8:43 pm
Forum: Questions and Help
Topic: Chase camera does not rotate in chase "offset" mode
Replies: 4
Views: 3450

Re: Chase camera does not rotate in chase "offset" mode

Ah, gotcha - I wasn't sure what was going on there. So if I wanted to get values about the entity location and rotation, I would look at entityToChase.WorldTransform? Do entityToChase.Position and entityToChase.Orientation contain the same information?

Thanks!
by jimmyfo
Sun Dec 25, 2011 7:48 pm
Forum: Questions and Help
Topic: Chase camera does not rotate in chase "offset" mode
Replies: 4
Views: 3450

Chase camera does not rotate in chase "offset" mode

Hi, this is a great tool, but I've run into a really simple issue that I can't find (I've seen a few similar threads here, but nothing specifically addressing this). Using the standard demo with no changes, when a vehicle is activated with the "V" key, this following line is called in Vehi...