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L B

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Everything posted by L B

  1. Make sure you know the difference between LE2 (the current version) and L3D (the new version, coming eventually, in the following year). This is the forum for L3D. L3D is planned to work on Windows, Mac, Linux, iOS and Android.
  2. Shh that's in too long, I need joints now. Don't let Josh postpone it so much!
  3. Hallelujah, very cool Next build?
  4. While building my rope bridge, I set a ball joint to every connecting cylinder of the ropes. But now I've decided to be a little more realistic, and adjust the masses properly. The rope cylinders have a low mass (rope is not heavy), calculated by density and their volume. The planks have a mass of about 2 kilos, or about 5 pounds. The problem is, the ropes do not seem to be able to handle that much tension. The bridge just falls into the abyss and the cylinders go crazy trying to hold it back. In the real world, the masses are OK, so it's the joints that are having a problem. The way I see it, a joint should be able to handle so much force, in that case the weight of the planks. And it shouldn't "expand", unless I want it to. It should stay solidly in place. Now the joint stiffness has no effect on that. Lumooja told me the joint strength doesn't work, and to use forces to simulate it. So, what am I doing wrong here? There seems to be a physics parameter I don't have control on, that is, the strength of the joints.
  5. L B

    Three's a Crowd

    L4D: made with L3D.
  6. L B

    Artificial Stupidity

    I'd be mostly curious of seeing some API commands. i.e. generating the nav. mesh from a scene, generating a Path, updating a Controller along a Path, etc.
  7. I think the use of PhysX removes the ability for terrain streaming anyway.
  8. Ok, just give us the goodies already. Grrr...
  9. tree[d] is great, but generates so much polys.
  10. L B

    Fentinor build

    Your scene is fantastic mate. I can't really help any more than Josh or Mika or anyone else on the speed concerns, but my jaw did drop. And I missed this thread for so long - this is why we need to have a gallery banner!
  11. That floor looks really good. Reminds me of Bioshock a bit. Maybe because of the high specular.
  12. L B

    Multitouch Madness

    And your music is... cheesy. But good work nonetheless, as usual.
  13. L B

    First Blog Post

    You might not want to tackle both the programming and art if you're doing a multiplayer RPG alone. Trust me, each alone will give you enough headaches. Try finding an artist on the Blender forum if you have a good design document going.
  14. By the way, the event system handles that seamlessly now, no need to worry. cube.Collided += delegate { Console.WriteLine("Collision!"); };
  15. Right click your project. Select "Properties...". In "Output type", select "Windows Application" instead of "Console Application".
  16. L B

    Leadwerks3D on Android

    You have the worst humour. But it's forgivable - you're a programmer.
  17. Detour (the pathfinding algorithms) can't handle any dynamic changes. Recast can only rebuild part of the navmesh for Detour to be updated. So radii or not, it's just not dynamic.
  18. Don't get me wrong, it did take us 1 month to get it running (admittedly, it was very part-time hobbyism). I had read that blog post, and so did the Recast/Detour team, I think. The flexibility in the Recast parameters allows you to create high quality navigation meshes, once it's set up. And computation time of navmeshes might make 10 times slower irrelevant, in the event that one hasn't played enough with the parameters to make a decent navmesh.
  19. If I recall correctly, we used this as a starting point: http://code.google.com/p/recastnavigation/source/browse/#svn%2Ftrunk%2FRecastDemo%2FSource
  20. Why don't you get your documentation and examples from http://code.google.com/p/recastnavigation/? When I used Detour/Recast, the programmer in charge of that part had to rebuild small chunks of the navmesh to update it. It was the only built-in way, unless you wanted to code your own algorithms to avoid obstacles.
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