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About wadaltmon

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  • Birthday 08/03/1996

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    Video Games, Computers, Programming, Guns
    KOTOR, Dragon Age, Mass Effect, DOOM, Halo, Quake, Wolfenstein, Half-Life, Tomb Raider, Dishonored, Jedi Knight
    Chris Stapleton, Jason Isbell, Dustin Christensen, Travis Tritt, Bruce Springsteen

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  1. And this becomes the case just by setting the physics mode to Entity::CharacterPhysics (2) and the collision mode to Collision::Character (3)? It continues even when using a different collider than the default?
  2. The SetInput function interests me, as it seems like it has a lot rolled into it that allows it to take the place of many lines of code, but doesn't block other functions from working in tandem with it. There are a few functions that it overrules (as stated in the documentation), but it provides acceleration, velocity, and rotation for a character while seemingly also overriding the default physics behaviors associated with force applied to a Model or Entity with a given collider applied. On that note, it also seems that it doesn't give you a maximum velocity; for if I use the SetInput function but also apply an extra force in a given direction, I can give that object a boost for a short time before the force dissipates. Anyone know of the equivalent code for SetInput? It seems to go beyond just AddForce(), SetRotation(), and/or SetVelocity(). Is it maybe a Move() function with some math to determine things like acceleration?
  3. Now these new collision functions are top tier. Exactly what I'm looking for. Would love to get a chance to beta test and try them out.
  4. I think that's what @JMK was referencing above, though directly via the Newton objects rather than through the Leadwerks collision API. Doing it as you suggest wouldn't give me the collision information, though, I believe - I'd still end up having to do multiple raycasts on each side to determine if the player is wallrunning. It seems like with the above mentioned new LW5 functions, I'd be able to know the closest point in the overlapping area of the collision shapes, and enact a single raycast from the center of the player object to that point to get the Face*, find the normal (at least, I'm presuming I can get the normal from a Face easily), and proceed to do the requisite simple vector math to find if the player should be wallrunning or not. Without the API support from the physics system, though, it precludes any avoidance of many raycasts every step (especially if I want to go beyond flat wallrunning and allow them to run on curved surfaces as well - which is a big goal of mine!)
  5. If I want to get LW5 beta access/begin a subscription, how can I go about doing so? Can I opt in somehow?
  6. I am not a beta tester, but if these functions are in the Turbo/LW5 beta, I'd certainly like to be. Is there a way I can opt in?
  7. The C++ Math::Cos function seems to be broken for me? If I put in any number from 0-360, times pi divided by 180, it always comes out with something above 0.99. Wot?

    1. Show previous comments  2 more
    2. wadaltmon


      Hm, didn't know it took degrees. Even so, putting in a degree value (that is, whole numbers 0-360) makes it in fact produce large numbers, the lowest of which being 4. I have no idea why this would be. Anyway, I just switched over to using the regular sin() and cos() functions, which work fine.

    3. gamecreator


      Tested it.  Works fine for me.  Make sure you provide a float or double as the argument.  For example the following all print 0.5:

      float f=60;
      double d=60;
      cout << "60.0: " << Math::Cos(60.0) << endl;
      cout << "60.0: " << Math::Cos(f) << endl;
      cout << "60.0: " << Math::Cos(d) << endl;


    4. wadaltmon


      I uninstalled and reinstalled Leadwerks, which seems to have fixed the issue (why this would have affected it, I don't have any clue).

  8. If I create my player's model by Model::Create(), is the Shape associated with that of a known size and type? Can I use that shape? If not, how do I change the shape of the collision model for the player without making a visible model that follows the player around all the time? I tried making a Shape* Cylinder of a given size, and using playerObject->SetShape(), but that didn't seem to change the collision model - it only created a separate visible model.
  9. This is a bit distinct from my problem, though. Take a look at the wallrunning in Titanfall: Once you come in contact with a surface, you're essentially attached to that surface for the time being. And this can be done from any direction - right side, left side, front and back (any direction in 360, in fact). I wanted to avoid having to use several raycasts all around the character at all given times, as the performance might be affected.
  10. Hello, Currently, I'm trying to implement a wall-running system, similar to the Titanfall games, in C++. The way I've thought it should work is to create a "cage" for the player (if the player is a cylinder, then create a cylinder slightly larger as the cage) and detect whether it is colliding with/overlapping another mesh, then if so, create an anchor point at the point of collision. Then, I can use a bit of math and raycasting with the normals of the ensuing surface to figure out the direction the player is moving and where they will end up next, but that part comes later. The main issue I'm having is actually creating these cylinders, and actually finding out the collision information. I can create a model for the player like so: Model* player = Model::Create(); So, if I wanted the player to be a cylinder, I could create: Model* player = Model::Cylinder(16); player->SetPosition(0, 4, 0); Model* cage = Model::Cylinder(16); cage->SetPosition(0, 4, 0); But this doesn't allow me to resize the objects. Furthermore, I'm wondering if Leadwerks has a way to obtain collision information in realtime on-demand. Is there something similar to the Pick system, allowing me to store collision information to a structure to check the point of collision? How would I change the collision type to make sure that my player still collides, but the cage doesn't?
  11. Is it possible to get a pointer to the current object(s) with which another object is colliding?

    1. JMichael


      The collision function in script or in a C++ actor provides this.

  12. are Interact, Jump, and Throw method names, or are they constants?
  13. Interesting. So how does it read the different materials individually? Does it just read the different channels per pixel and interpret them individually? EDIT: Nvm, you literally said that in the first post
  14. What does a single map of this kind look like? I can't find any examples.
  15. wadaltmon


    That's exactly how I feel too. Creating a feature in C++ is easy, it's just finding the actual commands to interface with the API you're working with.
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