Search found 19 matches
- Tue Sep 18, 2012 12:34 pm
- Forum: Questions and Help
- Topic: conveyors?
- Replies: 3
- Views: 4529
Re: conveyors?
and what if i want to run on the conveyor? then the player is going his maximum speed + the conveyors speed. or at least he should
- Mon Sep 17, 2012 8:58 pm
- Forum: Questions and Help
- Topic: conveyors?
- Replies: 3
- Views: 4529
conveyors?
how would i do conveyors?
yeah pretty short question ^__^
yeah pretty short question ^__^
- Fri Sep 14, 2012 9:42 pm
- Forum: Questions and Help
- Topic: gravitational areas (turbo field)
- Replies: 3
- Views: 4151
Re: gravitational areas (turbo field)
O_o o_O o_o °_° ._. what if you just make a cube shaped (rotateable) gravitational area in your next release? X3 like the ones in crysis well i stick to #3, as my solution now is just a trigger and when an object begins touching force is applied XD so well hello #3 but would it also work to just app...
- Fri Sep 14, 2012 11:32 am
- Forum: Questions and Help
- Topic: gravitational areas (turbo field)
- Replies: 3
- Views: 4151
gravitational areas (turbo field)
for my game i want an area which applies a certain force to objects which enter it, but i want the force not just been applied to the object, it should be like, when a long pipe touches the are, just the touching side is applied force to. like there is wind going in that direction. how do i achieve ...
- Wed Jul 25, 2012 6:26 pm
- Forum: Questions and Help
- Topic: [shame on me]Box dimensions update
- Replies: 9
- Views: 6083
Re: [shame on me]Box dimensions update
yay it works!! 
this also fixes the fall through bug in the demo.
for now ill stick to the official 1.2 as the changing of dimensions is just relevant for my editor(so i dont care if later releases do the activate twice)
will you change this for the other primitives like radius of a sphere?

this also fixes the fall through bug in the demo.
for now ill stick to the official 1.2 as the changing of dimensions is just relevant for my editor(so i dont care if later releases do the activate twice)
will you change this for the other primitives like radius of a sphere?
- Wed Jul 25, 2012 6:01 pm
- Forum: Questions and Help
- Topic: [shame on me]Box dimensions update
- Replies: 9
- Views: 6083
Re: [shame on me]Box dimensions update
well i tried to... and i failed. in the demo it just works as intended(although the graphics dont change to the new dimension)[when i change all 3 parameters at once, but when i only change height, the sphere falls right through it] but what i noticed is, when i change the dimensions in my game, at ...
- Wed Jul 25, 2012 4:47 pm
- Forum: Questions and Help
- Topic: [shame on me]Box dimensions update
- Replies: 9
- Views: 6083
Re: [shame on me]Box dimensions update
well here is some code of the class i use the getters and setters to set the stuff. and in the drawcall i use them to scale my 1x1x1 box, so it fits the box in the simulation. so the graphics changes when i do something, but the simulation of the box doesnt. using System; using System.Collections.Ge...
- Wed Jul 25, 2012 4:25 pm
- Forum: Questions and Help
- Topic: [shame on me]Box dimensions update
- Replies: 9
- Views: 6083
Re: [shame on me]Box dimensions update
no. the simulation object doesnt seem to update. i do the drawing myself. and the graphic is updated(i use the box.width... for drawing). but when i throw something at it, it still collides with the 1x1x1 box (i do not remove it from the space an readd it. i just change the dimensions)
- Wed Jul 25, 2012 3:59 pm
- Forum: Questions and Help
- Topic: [shame on me]Box dimensions update
- Replies: 9
- Views: 6083
[shame on me]Box dimensions update
yeah shame on me for this thread: i have an entites.prefarbs.box and i change width, height and length, but it doesnt change anything in the simulation. it just remains its normal size (1,1,1) but when i read the values, they are that what i put in. and i searched for a method to date this up, but d...
- Fri Mar 09, 2012 6:27 pm
- Forum: Questions and Help
- Topic: "physics and Multiplayer"/"collision sounds"/"neg. bouncines
- Replies: 1
- Views: 2906
"physics and Multiplayer"/"collision sounds"/"neg. bouncines
well 3 problems: 1)i have a multiplayer game, and synchronous collision detection is essential for it. does anyone know a good protocol model for synchronizing 2 or more games? i already have something but i have issues cause when i collide on game one and update before the collision and after, the ...
- Fri Mar 09, 2012 12:03 am
- Forum: Questions and Help
- Topic: "Point set is degenerate."error
- Replies: 8
- Views: 6051
Re: "Point set is degenerate."error
well i have a dirty workaround now. >.< but well it works for my purposes
- Thu Mar 08, 2012 10:54 pm
- Forum: Questions and Help
- Topic: "Point set is degenerate."error
- Replies: 8
- Views: 6051
Re: "Point set is degenerate."error
but im using the world transform of that mobilemesh for drawing the object i used to make the mobile mesh. and it seems that it is offset by y=25 and i dont know where the 25 come from.
- Thu Mar 08, 2012 10:01 pm
- Forum: Questions and Help
- Topic: "Point set is degenerate."error
- Replies: 8
- Views: 6051
Re: "Point set is degenerate."error
well im using 1.1 atm and when i change the origin thing absolutely nothing happens. the collision stays at the same position. oh well and i cant use something else. cause i use this for the level. so i make the level mostly in 3dsmax and then have one big model. would a static mesh be faster? //edi...
- Thu Mar 08, 2012 6:52 pm
- Forum: Questions and Help
- Topic: "Point set is degenerate."error
- Replies: 8
- Views: 6051
"Point set is degenerate."error
well i get an argumentexception with this text when i try to make a mobilemesh from a model. the model is just a plane. i uploaded it as attachment(i just added the zip extension. it is not a zip its a normal fbx) i use this where origin is just a vector3 Vector3[] vertices; int[] indices; TriangleM...
- Sun Mar 04, 2012 2:09 am
- Forum: Questions and Help
- Topic: making a Trigger (Enter/leave events)
- Replies: 1
- Views: 2481
making a Trigger (Enter/leave events)
Yeah i want to make something like a Trigger. so if an Entity enters my trigger(its a box) i want to raise my event. problem is i dont know how to make a box which does not affect my entities. but tells me when a entity starts to be partially in it or leaves it. (entity can be bigger than the box)