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AnniXa

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Posts posted by AnniXa

  1. Hi, this is my newest problem, i try it with this since like 2 days now, and i still get it not working in the way i would like have it to be.

     

    Im not sure if i can eplain the problem, since my english is not so perfect...

     

    How can i make a joint working so, that it affect the parent and the child in the same kind?

     

    Its the following setup:

     

    2 Balls (same weight, same size, all same) and a joint for them both (ball joint as my first tests).

     

    When i now apply a force to the first ball (that passed as parent to the createjoinball function) then the second ball (child) is moved very well, like it should be i think.

    But when i apply a force to the second(child) ball, the its alot differend: the first ball (parent) seems only to be affected a little bit by the child movement.

     

    How can i reach that both balls got the exacly same behavior to each other, so that its no mather wich of this 2 balls i move?

     

    Is this possible?

  2. Hey, i would like to copy a surface, since copy mesh - copies seems refer to the same surface.

     

    I want to copy a mesh and the copy should have its own surface instances (because i want to modify the surface in runtime, but only for the copied mesh, not for the original).

     

    how can i copy a mesh so that it got its own surface instance, instead that 2 meshes uses the same?

  3. ty Dadonic, i think i also need to do this in every update?

    seems like i not come around doing stuff for all bodys every time ?

    :)

     

    You can use CalcBodyVelocity to calculate the velocity needed to keep your entities on z = 0.0. Just use the current position, set z = 0.0 and then calculate the force. Apply the force the command returns to your body and voila. ;)

     

    Edit: LW is lightwave, LE is leadwerks :P

  4. I actually programming my first game with LW, and i want it to have some kind of 2d physics, with a pseudo 3d optic (3d meshes but allways seen from same site)

     

    is there a easy way to fix all stuff onto a Z row?

    i mean can we just set some kind of "2d" mode?

     

    my actuall ideas was to pack the whole game into 2 flat plates but this is very dirty,

    otherwise i tryed to set every body onto z = 0.0 in every gameupdate, but this can also be not the best solution.

     

    is there any easy way to get this out of the box? =)

  5. ty, that was worth a try B)

     

    i did the same, used the sample with the rotating cube, and just pasted the code from the bmx joint sample in.

     

    thats what i get:

     

    8954293joints.JPG

     

    LW and stuff seems to work fine, also the physics stuff, the cubes falling down, but they are not chained together with joints, like they should, they just fall down, instead of hanging on the "crane" thingie.

  6. Hey, i just start with LW, and i wanted to convert some stuff that i wrote with minib3d now to LW,

    but it seems that it is not possible to access the fields of all the types?

     

    when i for example do this:

     

    Local mesh:TMesh = CreateCube()
    Print mesh.CountSurfaces()
    

     

    then i get an error "Unhandled Exception:Attempt to access field or method of Null object" <- somewhere, where it cant be debugged because of missing source.

     

    also when i use the function variant with

     

    Print CountSurfaces(mesh)

     

    the same error appears.

     

    Do i forget to include something, or whats wrong here?

     

     

    whaa! ok ignore / delete this post. i found the problem, it was the material stuff somewhere else

  7. Hey, i just start with LW, and i wanted to convert some stuff that i wrote with minib3d now to LW,

    but it seems that it is not possible to access the fields of all the types?

     

    when i for example do this:

     

    Local mesh:TMesh = CreateCube()
    Print mesh.CountSurfaces()
    

     

    then i get an error "Unhandled Exception:Attempt to access field or method of Null object" <- somewhere, where it cant be debugged because of missing source.

     

    also when i use the function variant with

     

    Print CountSurfaces(mesh)

     

    the same error appears.

     

    Do i forget to include something, or whats wrong here?

  8. Probably the best way is to use OpenGL directly to draw into a Leadwerks buffer as it's a lot faster than the internal 2D drawing commands. See Using OpenGL for drawing

     

     

    sorry for reacitviating this old topic, i just would like to know where i can find this article yet, since its not aviable under that link anymore.

    since this site http://www.leadwerks.com/werkspace/page/Documentation/le2/_/command-reference/2d-drawing/ is also referending to that article.

  9. Hi, im sure this is not the right subforum, but i dont know where else i could ask.

    I just ordered the Engine, but there are only 2 payment methos possible: CC and check, since i dont got a cc, and my bank want a fee of 35(!!!)€ for a check payment to the usa, i would like to ask if there is any other payment method such as paypal or ClickAndBuy or something.

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