Search found 87 matches
- Wed Jul 02, 2008 10:24 am
- Forum: General
- Topic: Sins of a Solar Empire AND VARIOUS OTHER SPACE RELATED ITEMS
- Replies: 46
- Views: 134832
Re: Sins of a Solar Empire
Age of Conan is very grindhappy -- its like a worse WoW, srsly.
- Sun Jun 29, 2008 9:49 pm
- Forum: Questions and Help
- Topic: MaximumSpeedConstraint crash (call stack included)
- Replies: 10
- Views: 7490
Re: MaximumSpeedConstraint crash (call stack included)
YOU BROKEEE ITTTT....
- Sat Jun 28, 2008 8:36 pm
- Forum: Questions and Help
- Topic: Does Force.isActive work?
- Replies: 5
- Views: 4671
Re: Does Force.isActive work?
WAY TO GO NORBO, GEEZ.
- Sat Jun 28, 2008 8:14 pm
- Forum: Questions and Help
- Topic: StaticTriangleGroup backside triangle cull
- Replies: 2
- Views: 3335
Re: StaticTriangleGroup backside triangle cull
Easily... no. If you REALLY want to do it... you could raycast agaisnt the triangles from the object multiple times from all of its verticies going in the velocity's direction. (note: the actual triangles, not the StaticTriangleGroup, it returns null entities) Then check the order of the verticies (...
- Sat Jun 28, 2008 8:11 pm
- Forum: Questions and Help
- Topic: Does Force.isActive work?
- Replies: 5
- Views: 4671
Re: Does Force.isActive work?
Force.isActive allows you to turn the force on and off. isActive = false, the force will turn off, but still be there. isActive = true, it turns on.
I havn't used forces so I wouldn't really know if there is a bug or something.
I havn't used forces so I wouldn't really know if there is a bug or something.
- Sat Jun 28, 2008 8:09 pm
- Forum: Questions and Help
- Topic: Weird StaticTriangleGroup frame drop
- Replies: 4
- Views: 4247
Re: Weird StaticTriangleGroup frame drop
If the sphere is colliding with more than 4-5 triangles per frame, it could be causing your problem. Also, check your StaticTriangleGroup initalization parameters, the first two, if you have them set to large numbers, could cause a problem.
- Sat Jun 28, 2008 1:40 am
- Forum: General
- Topic: Sins of a Solar Empire AND VARIOUS OTHER SPACE RELATED ITEMS
- Replies: 46
- Views: 134832
Re: Sins of a Solar Empire
My eve adventure:
*Goto popular place*
'O CRAP I LOST MY SHIP CAN SOMEONE GIV ME MONEY'
*someone sends 10 million*
*buys good ship*
*goes out into pirate areas*
*has nice chat with pirate, who then solos me and lep with a worse ship because they spent 5 months leveling*
Ya... thats fair.
*Goto popular place*
'O CRAP I LOST MY SHIP CAN SOMEONE GIV ME MONEY'
*someone sends 10 million*
*buys good ship*
*goes out into pirate areas*
*has nice chat with pirate, who then solos me and lep with a worse ship because they spent 5 months leveling*
Ya... thats fair.
- Wed Jun 25, 2008 7:35 pm
- Forum: Questions and Help
- Topic: Puck collision
- Replies: 11
- Views: 7176
Re: Puck collision
Why can't I ever be right
- Tue Jun 24, 2008 6:50 pm
- Forum: Questions and Help
- Topic: Puck collision
- Replies: 11
- Views: 7176
Re: Puck collision
Eeeeh -- stuff doesnt slide though, and pucks always seemed really slippery 2 me, but maybe Im just crazy.
- Tue Jun 24, 2008 6:42 am
- Forum: Questions and Help
- Topic: Puck collision
- Replies: 11
- Views: 7176
Re: Puck collision
I think you protected against it now that I think about it. But hmm... making the field 1 triangle (having its edges extend beyond the walls) would help. I noticed that in the early stages of golf when I was using a sphere the ball would default to following the lines between triangles because of sa...
- Tue Jun 24, 2008 5:06 am
- Forum: Questions and Help
- Topic: Puck collision
- Replies: 11
- Views: 7176
Re: Puck collision
Centerposition is the center of mass, you can't change it. For the puck set the friction of the puck and the ice on low, have bounciness of both at 0 and maybe give negative bounciness to the walls (pucks seem to hug walls in hockey), not sure if negative bounciness is allowed. Friction and bouncine...
- Tue Jun 24, 2008 1:16 am
- Forum: General
- Topic: Project DAWG
- Replies: 26
- Views: 68534
Re: Project DAWG
Ok guys -- new version is about ready, but in the meantime Anyone have a good name? This point of the game is the physics engine being used (well it is now due to http://www.3dultraminigolf.com/) as well as the physical effects of planets and things. Given my 5 seconds of brainstorming I came up wit...
- Mon Jun 23, 2008 6:10 pm
- Forum: General
- Topic: Sins of a Solar Empire AND VARIOUS OTHER SPACE RELATED ITEMS
- Replies: 46
- Views: 134832
Re: Sins of a Solar Empire
Uh.... it takes a few months of leveling up alone for you to even THINK about fighting other players. And you can't speed it up because its time based leveling.
- Fri Jun 20, 2008 10:00 pm
- Forum: Questions and Help
- Topic: Raycasts and Terrain
- Replies: 8
- Views: 6758
Re: Raycasts and Terrain
Can I ever get it right ?: (
- Fri Jun 20, 2008 5:34 pm
- Forum: Questions and Help
- Topic: Raycasts and Terrain
- Replies: 8
- Views: 6758
Re: Raycasts and Terrain
You can either use the terrain itself and do terrain.raycast, or space.raycast, but that will test agaisnt everything inside space, so you might have to sort through your results. It will return entities -- but your terrain is presumably made up of a bunch of triangles from StaticTriangleGroup -- so...