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Messages - AGP

Pages: 1 ... 102 103 [104] 105 106 ... 108
1546
Support / Re: Skeletal API
« on: July 07, 2007, 11:15:38 pm »
I see you already included two models in the original package. What makes those files? Blender? How about my original assumption of a SimpleBone(SimpleVertex joint1, SimpleVertex joint2) constructor so we can manually build a bone structure?

1547
Support / Re: Skeletal API
« on: July 07, 2007, 08:47:13 am »
Cooooool. Are you also uploading the files themselves so we can see how they're built? Again, thank you.

1548
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.

1549
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.

1550
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.

1551
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?

1552
Support / Re: Skeletal API
« on: June 04, 2007, 08:04:32 pm »
Thanks a lot. Can't wait.

1553
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?

1554
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.

1555
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.

1556
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.

1557
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.

1558
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)?

1559
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.

1560
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.

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