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Messages - AGP

Pages: 1 ... 98 99 [100] 101 102 ... 104
1486
Support / Re: Skeletal API
« on: July 06, 2007, 08:08:39 am »
Manumoi, please stop writing about "us" as if you're representing anyone but yourself. You haven't been waiting nearly as long as I have, so I don't expect you to be as anxious. Thank you.

1487
Support / Re: Skeletal API
« on: July 05, 2007, 04:59:47 am »
I can understand having a million things to do. I'll be very grateful if you do it tomorrow, though. Thanks in advance.

1488
Support / Re: Skeletal API
« on: July 04, 2007, 11:30:11 pm »
Cyber, don't get me wrong, I am grateful for the attention. But after over a month waiting and your last broken promise, I'm not holding my breath.

1489
Support / Re: Skeletal API
« on: June 18, 2007, 12:54:57 am »
Cyber, I appreciate any help you might give me. But only if you give it. :-)

What if you sent us the non-simplified version of your program?

1490
Support / Re: Skeletal API
« on: June 04, 2007, 08:04:32 pm »
Thanks a lot. Can't wait.

1491
Support / Re: Cyberkilla's Skeletal
« on: June 03, 2007, 07:19:49 pm »
I've e-mailed him to that address on his profile. Has he been around?

1492
Support / Cyberkilla's Skeletal
« on: June 02, 2007, 07:23:57 pm »
Has nobody here used it? I posted a question about the creation of bones to no response. If anyone has the answer, please help me out. Thanks in advance.

1493
Support / Re: V R glasses Support
« on: May 31, 2007, 01:38:44 am »
Also the head-tracking is generally emulated as the mouse cursor, so any game whose camera turns by moving the mouse would track normally on the headset.

1494
Support / Skeletal API
« on: May 30, 2007, 09:51:04 pm »
Can anyone post a sample of a small program that uses Cyberkilla's Skeletal API? Specifically adding the bone with assigned joints. I imagine the process would involve creating a bone with two SimpleVertex instances, but I see nothing that remotely resembles such a method in the documentation. I realize this is not Egon's thing, but I would appreciate the help a whole lot. Thanks in advance.

1495
News / Re: Version 1.14 has been released!
« on: May 30, 2007, 09:41:26 pm »
Thanks a lot, Egon. I can't wait to try it out.

1496
News / Re: Beta version of 1.13 available!
« on: March 02, 2007, 03:43:11 am »
Okay, how do I apply the inverse world transformation? And why would I then transform the result back into world space (presumably after the collision detection)?

1497
News / Re: Beta version of 1.13 available!
« on: March 01, 2007, 08:24:11 pm »
I hate to sound clueless, but I've been assuming the vertex data is given in world space. Is that what it does? Would testing vertex for vertex whether it's inside another mesh work (however slow)? What I hoped the VertexController did was first of all to give me world-space vertices, then for the updateMeshData() method to update those vertices including any translations that may have been applied to the model. Now I'm confused. Are we on the same page?  :-) Again, thanks for all your hard work, Egon.

1498
News / Re: Beta version of 1.13 available!
« on: February 28, 2007, 09:33:41 am »
I've had no problems with it whatsoever. Except with that method you made for me (or else it's my code, but it doesn't look like it to me). It doesn't seem to update the vertices, because the collision isn't happening on time. But, by all means, update the package with the new lwjgl and put it up.

1499
Support / GenericVertexController.getUpdatedMesh()
« on: February 10, 2007, 03:12:34 am »
I don't use IDEs, but I'm about to test it and will assume it's called "getUpdatedMesh()." Otherwise, you'll just have to tell me. :-)

1500
Support / GenericVertexController.getUpdatedMesh()
« on: February 09, 2007, 04:38:34 am »
Awesome, thanks a lot. I'll check and get back to you. Thanks again.

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