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Messages - AGP

Pages: 1 ... 102 103 [104] 105 106 ... 108
1546
Support / Re: Skeletal API
« on: June 04, 2007, 08:04:32 pm »
Thanks a lot. Can't wait.

1547
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?

1548
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.

1549
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.

1550
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.

1551
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.

1552
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)?

1553
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.

1554
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.

1555
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. :-)

1556
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.

1557
News / LWJGL 1.0 is out!
« on: February 06, 2007, 06:40:10 pm »
Cool. How about updating the JPCT package with this release of LWJGL as well as the 1.13 version of JPCT?

1558
Support / GenericVertexController.getUpdatedMesh()
« on: February 05, 2007, 08:38:46 pm »
In this case, I'm not. Just reading from it.

On my bone structure, to weird results, I do.

1559
Support / GenericVertexController.getUpdatedMesh()
« on: February 05, 2007, 05:07:09 pm »
But the documentation says, "The GenericVertexController holds a copy of the actual mesh data, i.e. it doesn't get the data directly from the mesh every time." For collision-detection, I would need an up-to-thenanosecond update. Could you do that? And would you?

1560
Support / GenericVertexController.getUpdatedMesh()
« on: February 05, 2007, 05:48:41 am »
Egon, if I can make a small request: how about a GenericVertexController.getUpdatedMesh(), which would return the destination mesh with all current modifications, even if it would be slow? Sometimes I want to write my own collision-detection code, and that would be priceless. Thanks in advance.

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