0.4 Release time?

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Robomaniac
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0.4 Release time?

Post by Robomaniac »

When is the estimated release for version 0.4?

~~ The Robomaniac
puh
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Post by puh »

niko
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Post by niko »

right, I hope so :)
Cleves

Post by Cleves »

I hope so...the 0.4 really looks promising 8)
[dx/x]=HUNT3R
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Post by [dx/x]=HUNT3R »

Next week? Really? Thats pretty fast Niko, you must be drinking a lot of coffee :shock:
With this release will we be able to run the Quake3map example and not run thru walls?
niko
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Post by niko »

Yes, and walk stairs up and down. And the best: Its just 2 lines of code to make this possible for every scene node: You'll just have to add a "CollisionAndResponseSceneNodeAnimator" to your scene node. I think this could not be easier.
In the 0.4 release there will be a lot of changes, more changes and new features than in any release before. Because of this, I'll release it next week, although there may be some small things missing I told they get in.
Raumkraut
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Post by Raumkraut »

irrlicht wrote:CollisionAndResponseSceneNodeAnimator
:shock:
What is this, an attempt at the longest variable name in a 3D engine?!
saigumi
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Post by saigumi »

Thanks for making me spit my coffee onto my keyboard.

CollisionAndResponseSceneNodeAnimator = Awesome way of handling collissions idea!

It might not be new, but it's outside the box of what I was thinking. And it allows for an amazing amount of interactions.

When I think of stair climbing, I usually do the:

Code: Select all

If (wall == hit)
  check if height of  wall < climb-ability
Now it would be

Code: Select all

If (wallsectionhit == stair)
   camera.height += stepsize

or 

If (portal.hit)
   teleport to other place
Crud, how do I do this again?
Robomaniac
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Post by Robomaniac »

Just making sure that the underlying renderer code isn't going to change, right. So, we won't have to rewrite and compile anything written in the old engine. Thanks

~~ THe Robomaniac
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