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Posted: Tue Apr 12, 2011 3:58 am
by Lonesome Ducky
ent1ty wrote:I hope you didn't have much trouble copy-pasting what i wrote.
Sorry, your post was small and right before a huge picture, I didn't take notice of it. I hope you didn't have too much trouble trying to think out that lacking response. If I copy-pasted what you said, I would've seen what you said and it would've been pointless to repeat it. I simply missed your answer and wanted to help.

Posted: Tue Apr 12, 2011 10:38 am
by ent1ty
And I simply wanted to have some fun using my sarcasm skill in hope that you will not make a big deal out of it, but I see you're not the best person around when it comes to that matter. I therefore apologize for any inconvenience i may have caused to you and I will be adding you to my don't-try-to-smart-comment list soon in order to prevent such a disasterous situation in the future.

Posted: Tue Apr 12, 2011 12:11 pm
by serengeor
ent1ty wrote:And I simply wanted to have some fun using my sarcasm skill
It's kind of odd that most of the things you write turn out to be sarcaramarazm.

Posted: Tue Apr 12, 2011 12:50 pm
by Lonesome Ducky
I'd sign up for everyone's don't-try-to-smart-comment list, sarcasm doesn't translate well through the internet

Posted: Tue Apr 12, 2011 12:56 pm
by ent1ty
Lonesome Ducky wrote:sarcasm doesn't translate well through the internet
I think that depends on the person who reads it, if you use sarcasm a lot in real life you're likely to expect it also on the internet.

serengor: wth is sarcaramarazm (even google couldn't help - 0 results)

Posted: Tue Apr 12, 2011 3:30 pm
by serengeor
ent1ty wrote:serengor: wth is sarcaramarazm (even google couldn't help - 0 results)
another sarcasm? Google knows everything :P

Posted: Tue Apr 12, 2011 3:43 pm
by ent1ty
serengeor wrote:
ent1ty wrote:serengor: wth is sarcaramarazm (even google couldn't help - 0 results)
another sarcasm? Google knows everything :P
I'm afraid not

Posted: Tue Apr 12, 2011 3:53 pm
by serengeor
ent1ty wrote:
serengeor wrote:
ent1ty wrote:serengor: wth is sarcaramarazm (even google couldn't help - 0 results)
another sarcasm? Google knows everything :P
I'm afraid not
Oh well, lets not occupy this thread :)

Posted: Sat Apr 16, 2011 5:41 pm
by ChaiRuiPeng
not boasting about the graphics.. but here is a screen shot of my work in progress level editor.

create static and dynamic platforms. i am currently finishing up the animation editing system.

the animation system itself is pretty much done, i just need to add proper gui to be able to add it in real time to platforms.

that white box is the character, rather, a debug graphics object to show where the players is.

the black line is actually outlining the path of the animation of that big flat platform.

Image

EDIT: heres another

Image

Posted: Sat Apr 16, 2011 7:11 pm
by serengeor
@ChaiRuiPeng: nice, I also plan to add moving platforms to my game, and a level editor.
Though I first need to set up physics, and some other stuff I had forgotten.

Posted: Sat Apr 16, 2011 7:48 pm
by Seven
still shots never do anything justice but i havent posted a pic in a while.
seems like a vid is better. maybe soon.

CobbleStones level editor basics.
Image

Posted: Sat Apr 16, 2011 11:48 pm
by ChaiRuiPeng
cool :)

the only reason is why i have not added option for rotation ( as can be seen in gui ) is i am struggling to come to a decision to which methods i should use for rotations...

obviously i am going to need eulers for the user interface... but then...

do i convert to quaternions then to rotation 3x3 in btTransform? or straight to the matrix? and i dont really know if quaternions are more stable for the types of interpolations i need for rotations... maybe matrices?

:wink: oh well ... all in good time.. that will be figure out.

Posted: Sun Apr 17, 2011 11:36 am
by Radikalizm
ChaiRuiPeng wrote:cool :)

the only reason is why i have not added option for rotation ( as can be seen in gui ) is i am struggling to come to a decision to which methods i should use for rotations...

obviously i am going to need eulers for the user interface... but then...

do i convert to quaternions then to rotation 3x3 in btTransform? or straight to the matrix? and i dont really know if quaternions are more stable for the types of interpolations i need for rotations... maybe matrices?

:wink: oh well ... all in good time.. that will be figure out.
I believe irrlicht should just drop the eulers and go for quaternions or matrices, they might look more intimidating but are just much more efficient to use

Posted: Sun Apr 17, 2011 12:20 pm
by fmx
Eulers are easier to visualise for simple one or two axis rotations so removing them altogether might slow down productivity at the expense of efficiency.

Both quaternions and matrices are stable and accurate to interpolate rotations, irrlicht has a slerp function for quat rotations specifically for this purpose

Posted: Thu Apr 21, 2011 5:27 pm
by ChaiRuiPeng
just added a few more features

Image

you cant really see it because i disabled lighting, but there is a rigidbody cube there in corner right

gahh :x still have to add proper rotation editing.

however it is tons of fun creating these levels
and very easy, this one took me about 2 minutes

major to-do:

finalize and begin prototyping player mechanics (today)

add a few more animation control features (set current frame, synch with animation other)

add more platform primitive types (sphere, cylinder, cone)
also planned support to create from a list of 3d vertices (triangle mesh collision shape in bullet)

aanndd write a simple ambient light shader based off of spherical harmonics

add textures to platforms (very custom controlled, will have VERY nice results)

:D