|
Post by botbuilder on Feb 20, 2004 0:44:03 GMT
Well, it's not done yet. However, yes once it's done it will be excedingly useful. At some point it might be integrated with the rag-doll editer. So far I have the following added - - Box creation
- Cylinder creation(looks like a capsule;as it should
- Sphere creation
- Only allows primitive scaling that tokamak would allow
- A select tool
- movement modifier
- rotation modifier(partial)
Mainly I've been working on making the system more flexible. I've never written an editer so it's a bit new to me, but I think I've got the hang of it now. modification of the objects has been a bit hard so far, but I think I've figured out a good way to do it. Once move/rotate/scale is worked out I'll post it up. Here's what I have planned: - finish rotation modifier
- scale/diminsions modifier
- Options window
- better model loading
- Simulation
It's actually kinda crazy, I need to write 3x3x3(27) different cases for interaction. this is because I have three tools (movement, rotation,scale), three axis, and three primitives. ohwell. Atleast all the code is similar.
|
|
|
Post by botbuilder on Feb 20, 2004 2:46:51 GMT
I lied I'm just gonna release this version - although scaleing isn't in yet, and turning is partial although it completly works - it'll break once scaleing is added. I decided to go with a different download format as well. Seeing as how the source would most likely be updated more than other files, It's a seperate zip. Here are the external files: blitzstuff.250free.com/zips/Externals.zip(72.758 KB) Here is the source: blitzstuff.250free.com/zips/tok_RBE.zip(5.515 KB)
|
|
|
Post by botbuilder on Feb 26, 2004 9:36:27 GMT
Here's a teaser screenie from the new version - As you can see, I have some stuff to trace motion that's pretty cool, simulation is in, move,scale, rotate are almost completly in - Still have to work out some stuff with moveing/rotating the object's origin. Load/Save work, how ever there are multiple bugs with data either not being saved or loaded right. Infact, this is why I'm delaying release - I would like to work out the file-format. I was thinkin of more cool features - and one might be exporting file with position/rotation data over a simulation. Who knows what use that would be - but the framework is already there so it wouldn't be tohard. I'm working on the options screen aswell. You should be able to set screen settings, several interface settings, and language. I'll also have a enviornment window to set alpha's of objects, set the rigid bodies origin using text boxes etc. Finally, there will be an 'object properties' window which will allow direct view and manipulation of position/rotation/mass/linear damping/angular damping/collide connected/Inertial tensor. Will be pretty cool in the end, methinks. Eventually (were talkin far future) I would like to have four file types: 1.trb - The current file type standing for Tokamak Rigid Body. 2.tab - A file for animated bodies. Will be easy to add. the only difference is that you only store position and rotation. 3.tjb - A file for jointed bodies. This is a high-level file, and could load up a trb for use as part of the jointed body. Once scouse(? or someone else) releases his rag-doll editer, I'd like to establish the tjb format in that. 4.Finally, the tsc - A scene file that loads up entities, points, rigid bodies(you can use one rigidbody in multiple places),animated bodies, and jointed bodies. The tsc might never be created, but It would be interesting to implement. You might wonder - what's the point - there are tons of map formats that let you store points etc. Well, true, but would anything else allow you to see your game's physics run in the editer? If this was implemented, it would probably mostly be used in games centering around physics. However, for someone just beggining an fps it might be appealing. So, basically, pretty ambitious. I'm guesstimating that trb and tab will be implemented - not sure about all my different windows, tsc, and tjb though.
|
|
|
Post by Beaker on Feb 26, 2004 10:29:10 GMT
|
|
|
Post by bujingyi201 on Jun 29, 2012 3:59:24 GMT
replica louis vuitton wallet Following Globe Mug how we unwind replica louis vuitton Spencer Benedix Which affects people of your 2010 pot within South Africaon the earth Tumbler on holiday ended, a good activity website vibrant, thus submerged in the front of your Telly people today can not very own a very long time replica louis vuitton wallet. Month-long Globe Mug, many followers after the rain-delayed every day regarding non colored documents solved.Following World Cup, we must in addition minimize the over emotional stiffness, early on return to regular lifestyle. Outside athletics work most effectively method to unwind louis vuitton outlet, go avoid heating swing in summer outside frosty and warmth, as being a summer months backyard athletics protective equipment, the choice is especially significant Coats.EAMKEVC Yi Kai Wen element Outdoor jackets Gents Severe Collection is usually a summer season freezing very hot frosty sickly, it may cause serious illness. Under high temperatures in summer season sporting activities folks excessive sweating.
|
|