Search found 4546 matches
- Thu Apr 24, 2008 7:34 am
- Forum: Questions and Help
- Topic: Model
- Replies: 7
- Views: 6356
Re: Model
Currently the pivot of every mesh must be at World 0,0,0 for them to be oriented correctly. It makes bones quite useless =O Yes indeed! Here's the updated code for the DisplayModel draw method, the only changed line is the effect.World within the inner foreach: public void draw(Matrix viewMatrix, M...
- Wed Apr 23, 2008 8:52 pm
- Forum: Questions and Help
- Topic: Model
- Replies: 7
- Views: 6356
Re: Model
I bet if you find the 'center' of your model you'll see the other 11 meshes stuck in one spot. This is a little something I seem to have forgotten to address- the fix isn't too hard, but I am a bit low on time now. I'll repost later with details. The DynamicCharacterController has a move and a moveT...
- Wed Apr 23, 2008 12:46 am
- Forum: Questions and Help
- Topic: new display method quite confusing
- Replies: 17
- Views: 13874
Re: new display method quite confusing
There is a bit of an overall plan, yes- it is partially based on the remaining 'fundamentals' that are needed, and then other features which are going to be useful in our own future projects. In terms of a basic outline, v0.6.0 is shaping up to be a solidifying of the 'deep' functionality. In the cu...
- Tue Apr 22, 2008 10:39 pm
- Forum: Questions and Help
- Topic: new display method quite confusing
- Replies: 17
- Views: 13874
Re: new display method quite confusing
I'm not quite sure what you're referring to in terms of external usage of the renderer, adding display objects is still a one-line operation- addEntity for example. I tried to keep the 'external' references essentially the same when I created the new GPU instancing system. I would say the internal c...
- Tue Apr 22, 2008 3:21 am
- Forum: Questions and Help
- Topic: wonderfull the new update !!
- Replies: 1
- Views: 6521
Re: wonderfull the new update !!
Thinking about it a while, I'm almost positive most of the slowdowns you're experiencing are actually caused by the demos graphics system. Despite dropping down to CPU instancing, the engine still makes heavy use of per-pixel lighting and such, which can slow down some cards significantly. I suspect...
- Thu Apr 17, 2008 8:35 pm
- Forum: Questions and Help
- Topic: ragdoll method
- Replies: 1
- Views: 7168
Re: ragdoll method
It should be fine, unless you're doing hundreds or thousands per frame. There is one problem you might encounter if you're using a part of the v0.4.X demo rendering system- removing objects from an EntityDrawer while using GPU instancing can cause desynchronization between world matrices and entitie...
- Sat Apr 12, 2008 8:15 am
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21405
Re: many questions from sueds
Alright, I've added a DisplayModel type in. Here's a snippet from the draw method that shows the world matrix being updated if the DisplayModel is following an entity: public void draw(Matrix viewMatrix, Matrix projectionMatrix) { if (entity != null)//Update the world matrix if the model is followin...
- Thu Apr 10, 2008 4:05 pm
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21405
Re: many questions from sueds
The performance drop you see in v0.4.1 is problematic because it was entirely a demos version, with no associated engine changes. It was released because of an OutOfVideoMemoryException that occurred occasionally on switching simulations quickly in v0.4.0's demos, but the fix for it should not cause...
- Wed Apr 09, 2008 8:59 pm
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21405
Re: many questions from sueds
So it never flies into infinity or anything like that, but after a collision it does wonky stuff? It sounds as if the center of the mesh is offset from its origin in model space, so when it gets rotated, it flies around away from where it should. Have you tried putting it into a zero gravity environ...
- Wed Apr 09, 2008 5:44 am
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21405
Re: many questions from sueds
The position/rotation data retrieved from the engine is valid; all that should be necessary for aligning a mesh with a physical object is rotating the mesh (using the rotation matrix or quaternion) and translating it into world space (using its position). On the physics engine side of things, everyt...
- Sat Mar 29, 2008 7:11 am
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21405
Re: many questions from sueds
The position and rotation format/storage is consistent with the XNA framework; there shouldn't be any 'translation' problems so to speak.
Anyway, good 'night'
Anyway, good 'night'
- Sat Mar 29, 2008 6:13 am
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21405
Re: many questions from sueds
All of the information you'd need is available (geometry, position, rotation) to create a ragdoll now; it should be possible. I'm afraid I can't be of much help yet in figuring out how to get a mesh bound to a set of objects, all I can say is make sure that the correct transforms are being applied (...
- Sat Mar 29, 2008 4:53 am
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21405
Re: many questions from sueds
Most of the old display method is still present (DisplayObject has a draw(Effect effect) method), much of the complication in the system is in the newer/faster GPU instancing method used by default. There's also a slightly more CPU intensive (but easier on the GPU) CPU-instancing method which can be...
- Sat Mar 29, 2008 12:08 am
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21405
Re: many questions from sueds
I'm alone in regards to the physics side of things, but we've got a um... small 'team', I suppose you could call it, right now. The only other member of this team is working on some other things for unannounced projects
- Fri Mar 28, 2008 11:08 pm
- Forum: Questions and Help
- Topic: many questions from sueds
- Replies: 20
- Views: 21405
Re: many questions from sueds
PhysicallySimulated is an interface inherited by all of the Phys prefixed entities, such as PhysBox and PhysSpheres. You could use it to create an entity like so: PhysicallySimulated box1 = new Phys... However, you'd have to cast it to an Entity type (the Phys..., or the type (Box), or Entity) to ad...