Jump to content

Josh

Staff
  • Posts

    24,629
  • Joined

  • Last visited

Everything posted by Josh

  1. The engine works really well with BMX, since it is written in that language.
  2. Are your other 3D applications slow?
  3. I don't know. I've never even heard of that.
  4. Oh my god, it's a holodeck. How does it feel when you are walking around, from your view? Do you get disoriented?
  5. Why would you want to use a special tool for scaling GMF files? Wouldn't it be easier to just open the file in your modeling program, scale it to the size you want, and save it?
  6. Do you have a modeling program you can open FBX files in?
  7. Post your map with textures so we can try it ourselves, please.
  8. You have no idea how many people contact me saying "Please don't make me use a converter". I'm just trying to figure out why it's such an issue to some people. If we were loading FBX files straight into the engine, they would be very slow to load, and all I do is drag the FBX file onto a shortcut on my desktop, so I don't understand why it is hard.
  9. You'll have to post renders of the FBX files so I know what you are expecting them to look like. I don't see anything out of the ordinary here.
  10. I can't tell what is going on from your images, but the position of a fixed joint doesn't matter much, since there is no axis of rotation. I suppose it would probably be more stable when the joint is near either body, and not 10000 units away, but that's the only difference I can think of.
  11. That looks right, but I would need to see your scene to try it myself.
  12. I don't understand what the difference is between loading an FBX file, parsing all the data and reconstructing it to be useful, and then loading the data, versus dragging the file onto a shortcut to make a GMF, then loading the data directly.
  13. You could just include your own image converter that runs automatically. It's pretty simple to make.
  14. Josh

    Happy Halloween!

    I didn't know that, is it more of an Irish thing? It's huge in America.
  15. Happy Halloween! The free Justine add-on for Amnesia: The Dark Descent is available. Just don't get too scared! B) Leave a comment telling us how you are celebrating Halloween this year.
  16. Explanation and plans here: http://www.leadwerks.com/werkspace/tracker/issue-219-joint-stiffness-newton/
  17. It transforms a point from one coordinate system to another. For example, the point 0,0,1 in an entity's coordinate system will always be one unit straight ahead of it. If the entity is rotated 90 degrees to the right, the point in world coordinates would be 1,0,0, since the entity is pointing to the right.
  18. A computer simulation is not real life. If you were using PhysX, there would be even more arbitrary problems like this that don't match reality.
  19. I would have the clients send key presses and input to the server, and have the server send back results. That way there will be one game running on the server that controls everything, and sends the results to the client.
  20. I also think you will have problems if one body has a large mass, and a connected body has a small mass. If you need greater joint power, the problem is it will lead to more vibration and instability, because it will add a lot more energy into the system.
  21. There's also this, which proves you are not the first person to make this joke: http://leadwerks.com/files/Making_Balls.pdf
  22. Possibly in the next version, because it will have smoothing groups. This makes rounded shapes more useful.
  23. If there is a new version number, everything gets downloaded, because it is all new files. Otherwise, only the files with an older time stamp on your machine get overwritten.
×
×
  • Create New...