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Messages - AGP

Pages: 1 ... 100 101 [102] 103 104
1516
Support / Collision Detection
« on: October 18, 2006, 01:06:57 am »
I've implemented CollisionListener and, of course overridden void collision() and boolean requiresPolygonIDs(). I have called Object3D.addCollisionListener(listener) on both objects, and have made the code of the collision() method to be System.exit(0); to test if anything happens. But when the collision is supposed to happen, it doesn't, and the program goes on running. Am I missing something? Thanks in advance.

1517
Feedback / Suggestions for Next Release
« on: August 24, 2006, 07:41:27 pm »
Try it out. If it worked I would have done it. Trust me, following is complicated. But I appreciate the suggestion.

1518
Feedback / Suggestions for Next Release
« on: August 23, 2006, 11:15:33 pm »
Sorry about the confusion: what I sent you was just a quick-and-dirty little program in which the x-Wing doesn't even turn around. But you have to imagine the camera following the x-Wing turning constantly on screen.

1519
Feedback / Suggestions for Next Release
« on: August 23, 2006, 09:15:02 pm »
Did you see it yet, Egon? Any suggestion?

1520
Feedback / Suggestions for Next Release
« on: August 23, 2006, 12:48:15 am »
Test case sent. Please prove me wrong because the code really doesn't seem to work. Thanks in advance.

1521
Feedback / Suggestions for Next Release
« on: August 20, 2006, 09:53:58 am »
Also a final suggestion: Object3D.addChild(Camera). Now that is cool.

1522
Feedback / Suggestions for Next Release
« on: August 20, 2006, 09:39:11 am »
A quick update so you what I'm talking about: I can rotate the object, the object's pivot, and even mirror the object but I can't get the camera to face anywhere but up with your code.

What I've done instead is basically just set the camera to the invisible object's position and rotate it separately, but it would really help a lot if I could set a plane as the position of the camera and the camera face towards the plane's normals. I don't mean to ask too much and appreciate your time but if this is possible it would be very of you to show me.

1523
Feedback / Suggestions for Next Release
« on: August 19, 2006, 08:51:45 pm »
I don't understand one part of that first line. For starters, what's the invert for? It works exactly the same without it. And all I seem to get renderered is the bottom of my model. If I move the camera object over the model to try to get its top, even when I rotate the camera object 180 degrees, I don't get anything.

1524
Feedback / Suggestions for Next Release
« on: August 18, 2006, 05:03:45 am »
Thanks a lot. I'm about to try it out.

But how about a public Camera Object3D.lookThrough()? That way you could set an invisible object as your camera. That's probably insanely easy to do, and you could just addChild(cameraObject) to another object. You have to admit that is very useful. How about it?

1525
Feedback / Suggestions for Next Release
« on: August 18, 2006, 12:18:04 am »
Just so you don't think I'm a moron, I believe my problem comes from adjusting the camera before building all the objects. Building the objects just seems like the last thing to do when initializing. I still think that the set() and follow() methods are useful, but I understand your position.

1526
Feedback / Suggestions for Next Release
« on: August 18, 2006, 12:07:48 am »
That's neither set() nor follow(). Follow has to consider the camera's previous settings (as determined by set()).

They would be two cool methods to have but if you won't include them I'll be happy to get their respective codes from you. :-)

Seriously I'll be grateful for any help.

1527
Feedback / Suggestions for Next Release
« on: August 17, 2006, 11:44:49 pm »
I just answered all your questions: you would set the distance and angle, then call Camera.set(Object3D). From then on, you would call Camera.follow(Object3D) which would adjust its position relative to the object as if it were being pulled by a stick.

1528
Feedback / Suggestions for Next Release
« on: August 17, 2006, 11:13:21 pm »
Yes, but a lot of the things you put in an engine don't fit everyone's needs. This would be very cool because camera-handling is always a pain-in-the-ass.

Anyway, I was thinking about it and you would need two methods. A Camera.set(Object3D) indicating that the camera's position relative to the object has been set, and the aforementioned Camera.follow(Object3D). Pretty please?

1529
Feedback / Suggestions for Next Release
« on: August 17, 2006, 08:47:51 pm »
Egon, Can I take your lack of response to indicate that you aprove of my camera suggestion?

1530
Feedback / Suggestions for Next Release
« on: August 17, 2006, 01:45:08 am »
Just that: follow an object. Like the camera follows the X-Wing in the Rogue Squadron series, or like you would want a camera following a character who is walking around an environment (over the shoulder) for an RPG. Example of the camera following the x-wing:


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