pipmak-users Mailing List for Pipmak Game Engine (Page 6)
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From: Andrea V. <and...@gm...> - 2010-11-16 14:06:33
|
Hi, I have put my dll here: https://sites.google.com/site/andreaviarengo2/enableio.zip There still a little bug, because sometimes pipmak crash when you quit... Inside zip there is also an example of use. I undestand the Christian's will to maintain Pipmak sandboxed, but I remain on my idea that should be very useful to have the possibility to write and read text file (at least, only inside the project folder...!!) Bye Andrea |
From: shadowphile <sha...@gm...> - 2010-11-16 01:07:20
|
I can definitely use that dll! Right now my little script just prints the handle values to the screen and I just manually type them into my code, save, hit r for reload, voila! I had to cut and paste handle code into all my nodes but that was easy, just prefill them with the correct target node #. Being able to edit the code while pipmak is running has been very handy. Andrea Viarengo wrote: > > Hi, > > I'm happy that you are trying to use something coming from my Autocubic > project > (at least, the idea...) > > Also I have notice, more than a time, the lack of the possibility to > writing > external file, Chriss has their own idea about, but something this feature > would > be very helpfull.... > > I have a little DLL which enable io lib, usable with lua loadlib, if you > want I > can pass it to you, but it's only for Windows, if you use another OS you > have to > recompile. > > About Autocubic, I have almost finished the new release, I add a lot of > features > and semplified the use, but I want to publish when I finish to write > manual... > > 6u > > -Andrea > > > > > ------------------------------------------------------------------------------ > Centralized Desktop Delivery: Dell and VMware Reference Architecture > Simplifying enterprise desktop deployment and management using > Dell EqualLogic storage and VMware View: A highly scalable, end-to-end > client virtualization framework. Read more! > http://p.sf.net/sfu/dell-eql-dev2dev > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > -- View this message in context: http://old.nabble.com/writing-reading-to-external-file--tp30210650p30224993.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: Andrea V. <and...@gm...> - 2010-11-15 07:50:47
|
Hi, I'm happy that you are trying to use something coming from my Autocubic project (at least, the idea...) Also I have notice, more than a time, the lack of the possibility to writing external file, Chriss has their own idea about, but something this feature would be very helpfull.... I have a little DLL which enable io lib, usable with lua loadlib, if you want I can pass it to you, but it's only for Windows, if you use another OS you have to recompile. About Autocubic, I have almost finished the new release, I add a lot of features and semplified the use, but I want to publish when I finish to write manual... 6u -Andrea |
From: James C. W. <jfc...@ya...> - 2010-11-14 23:27:23
|
Thanks for getting back to me:) I'm trying to make a binocular overlay, much like the telescope in the pipmak demo, only the lenses are made to look smudged and cracked-that's what's causing the problem. There are other possible uses-a simple flashlight, for example. Thanks, James --- On Sun, 11/14/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Controling the pan property of overlayed nodes? To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Sunday, November 14, 2010, 11:16 AM James C. Wilson wrote: > I've noticed that if you overlay a slide node with a background that > is not fully transparent, onto a cubic node, you cannot drag-pan the > view on areas of the overlay that are even slightly opaque. Is there > a way around this? First of all, apologies for the lack of response. When you posted this question, I seemed to remember that the same thing had already been discussed once on this list before, so I wanted to consult that discussion before responding, but couldn't immediately find it, and eventually I just forgot about it. Sorry. I have found it now, it's at <http://thread.gmane.org/gmane.games.devel.pipmak.user/335> and <http://thread.gmane.org/gmane.games.devel.pipmak.devel/120/focus=123> and actually concerns a slightly different problem. As to your question, are you sure that the overlay already blocks panning where "even slightly opaque"? That must be a bug - it's supposed to do it only where more than half opaque. If that is a problem too, then I'm afraid, no, there is no way around it that I'm aware of. Perhaps that could be tackled together with the problem from that other discussion. Can you describe in a bit more detail what your use case is, to give me some idea of why this would be useful? -Christian ------------------------------------------------------------------------------ Centralized Desktop Delivery: Dell and VMware Reference Architecture Simplifying enterprise desktop deployment and management using Dell EqualLogic storage and VMware View: A highly scalable, end-to-end client virtualization framework. Read more! http://p.sf.net/sfu/dell-eql-dev2dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: James C. W. <jfc...@ya...> - 2010-11-14 23:27:23
|
Thanks for getting back to me:) I'm trying to make a binocular overlay, much like the telescope in the pipmak demo, only the lenses are made to look smudged and cracked-that's what's causing the problem. There are other possible uses-a simple flashlight, for example. Thanks, James --- On Sun, 11/14/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Controling the pan property of overlayed nodes? To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Sunday, November 14, 2010, 11:16 AM James C. Wilson wrote: > I've noticed that if you overlay a slide node with a background that > is not fully transparent, onto a cubic node, you cannot drag-pan the > view on areas of the overlay that are even slightly opaque. Is there > a way around this? First of all, apologies for the lack of response. When you posted this question, I seemed to remember that the same thing had already been discussed once on this list before, so I wanted to consult that discussion before responding, but couldn't immediately find it, and eventually I just forgot about it. Sorry. I have found it now, it's at <http://thread.gmane.org/gmane.games.devel.pipmak.user/335> and <http://thread.gmane.org/gmane.games.devel.pipmak.devel/120/focus=123> and actually concerns a slightly different problem. As to your question, are you sure that the overlay already blocks panning where "even slightly opaque"? That must be a bug - it's supposed to do it only where more than half opaque. If that is a problem too, then I'm afraid, no, there is no way around it that I'm aware of. Perhaps that could be tackled together with the problem from that other discussion. Can you describe in a bit more detail what your use case is, to give me some idea of why this would be useful? -Christian ------------------------------------------------------------------------------ Centralized Desktop Delivery: Dell and VMware Reference Architecture Simplifying enterprise desktop deployment and management using Dell EqualLogic storage and VMware View: A highly scalable, end-to-end client virtualization framework. Read more! http://p.sf.net/sfu/dell-eql-dev2dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-11-14 16:24:02
|
James C. Wilson wrote: > I've noticed that if you overlay a slide node with a background that > is not fully transparent, onto a cubic node, you cannot drag-pan the > view on areas of the overlay that are even slightly opaque. Is there > a way around this? First of all, apologies for the lack of response. When you posted this question, I seemed to remember that the same thing had already been discussed once on this list before, so I wanted to consult that discussion before responding, but couldn't immediately find it, and eventually I just forgot about it. Sorry. I have found it now, it's at <http://thread.gmane.org/gmane.games.devel.pipmak.user/335> and <http://thread.gmane.org/gmane.games.devel.pipmak.devel/120/focus=123> and actually concerns a slightly different problem. As to your question, are you sure that the overlay already blocks panning where "even slightly opaque"? That must be a bug - it's supposed to do it only where more than half opaque. If that is a problem too, then I'm afraid, no, there is no way around it that I'm aware of. Perhaps that could be tackled together with the problem from that other discussion. Can you describe in a bit more detail what your use case is, to give me some idea of why this would be useful? -Christian |
From: Christian W. <cwa...@gm...> - 2010-11-14 15:08:52
|
shadowphile wrote: > Hotspots are majorly tedious to build. > I came up with the idea to put one global hotspot on a node, using > mousedown > and up events to grab the upper right and lower left corners, then > build a > hotspot string around those values. > That part works fine. Great, something like this (for editing handles, not hotspots) is actually planned to eventually be part of Pipmak, but no work has been done on it yet. > I can't figure out how to get my string though. No way to cut and > paste it > from anywhere. Can't save to a file. Hmm. If you're using Pipmak 0.2.7, I can't think of any useful way. Displaying the string on the terminal or in the command line or inspector window and retyping it outside of Pipmak is probably the easiest thing you can do. If you're compiling from source, you can use pipmak.copytermtostdout() to enable redirection of pipmak.print() output to standard output, from where you can copy it. A roundabout way that's probably impractical would be to store the string in the "state" table, then save your game, and examine the saved game file - either in a hex editor (or text editor that doesn't mind binary parts) or by deserializing it in an external Lua interpreter using Pipmak's functions from <http://pipmak.svn.sourceforge.net/viewvc/pipmak/trunk/pipmak/extras/serialize.lua >. -Christian |
From: shadowphile <sha...@gm...> - 2010-11-14 02:54:52
|
I've already found one thread that mentions the io lib is not included. However, there might be workarounds. What I'm trying to do is probably a teeny subset of the autocubic project. Hotspots are majorly tedious to build. I came up with the idea to put one global hotspot on a node, using mousedown and up events to grab the upper right and lower left corners, then build a hotspot string around those values. That part works fine. I can't figure out how to get my string though. No way to cut and paste it from anywhere. Can't save to a file. I even tried something like hsfunc = loadstring(myhotspotstring) then hsfunc(), but that didn't work either. Any options come to mind? thanks Matt -- View this message in context: http://old.nabble.com/writing-reading-to-external-file--tp30210650p30210650.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: James C. W. <jfc...@ya...> - 2010-11-01 20:43:10
|
Hi all, I've noticed that if you overlay a slide node with a background that is not fully transparent, onto a cubic node, you cannot drag-pan the view on areas of the overlay that are even slightly opaque. Is there a way around this? Thanks, James CW |
From: James C. W. <jfc...@ya...> - 2010-10-08 21:17:45
|
This looks great! I hope things go well for you. I'm digging into my own project, and it's horrible at times. One thing I will say about the renders is that they appear unconsistantly modeled--some very low poly objects interspersed with very high ones. Just something to think about, that's all. -James CW --- On Thu, 10/7/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: New Game in development To: pip...@li... Date: Thursday, October 7, 2010, 4:26 PM Welcome lanomalie! Wow! I have looked at the high-res renders on your web site and they look awesome! Maybe a bit low-poly in places for a pre-rendered game? I can't wait to explore this in Pipmak! -Christian ------------------------------------------------------------------------------ Beautiful is writing same markup. Internet Explorer 9 supports standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 & L3. Spend less time writing and rewriting code and more time creating great experiences on the web. Be a part of the beta today. http://p.sf.net/sfu/beautyoftheweb _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-10-07 20:26:57
|
Welcome lanomalie! Wow! I have looked at the high-res renders on your web site and they look awesome! Maybe a bit low-poly in places for a pre-rendered game? I can't wait to explore this in Pipmak! -Christian |
From: Andy L. <and...@gm...> - 2010-10-07 15:22:04
|
Outstanding screen shots! I love it! I'm in the middle of creating a place where people like you who are creating their very own virtual worlds can share their works of art with others. Discussions of Tips and How To's will be welcome. Primary audience will be mostly Myst / Uru fans at first, but all are welcome. The idea came from wanting to create "Ages" that can be explored by people, but without being "locked" into or limited by things like the Plasma game engine that's used for Uru. Discussion on many forums that are dedicated to "Uru" and "MOUL" can have a rather "restricted" atmosphere. So I'm creating a place where everyone is free to share their work, regardless of what game engine is being used, or what the material is about. I plan on having an area for Pipmak (and making some tutorials for it like I have with Blender and 3DS Max). Once it is set up, it would be a pleasure to have your worked shown off there! Andy Legate On Thu, Oct 7, 2010 at 9:04 AM, lanomalie <mai...@gm...> wrote: > > Hi ! > > I'm making a Myst-like game using Pipmak. > > I invite you to follow the thread on this website for more screenshots and > infos. > > http://www.adventuregamers.com/forums/showthread.php?t=27827 > > Best regards, > ... > -- > View this message in context: > http://old.nabble.com/New-Game-in-development-tp29906095p29906095.html > Sent from the pipmak-users mailing list archive at Nabble.com. > > > > ------------------------------------------------------------------------------ > Beautiful is writing same markup. Internet Explorer 9 supports > standards for HTML5, CSS3, SVG 1.1, ECMAScript5, and DOM L2 & L3. > Spend less time writing and rewriting code and more time creating great > experiences on the web. Be a part of the beta today. > http://p.sf.net/sfu/beautyoftheweb > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > |
From: lanomalie <mai...@gm...> - 2010-10-07 13:04:49
|
Hi ! I'm making a Myst-like game using Pipmak. I invite you to follow the thread on this website for more screenshots and infos. http://www.adventuregamers.com/forums/showthread.php?t=27827 Best regards, ... -- View this message in context: http://old.nabble.com/New-Game-in-development-tp29906095p29906095.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: James C. W. <jfc...@ya...> - 2010-09-16 07:20:31
|
Hi Christian, Thanks. Now, though, I am having trouble with flipping through virtual image objects(i.e images contained in several local variables), becouse I don't see how to make the patch use the next image object, which was preloaded, in line. Like, when using images on the hard drive, you just tell it the image prefix, then a number that increases by one each interation, and the suffix. I'm not sure how to do it with local variable images. Any suggestions handy? Thanks, James CW --- On Sun, 9/12/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Rendering filmstrip-style animation To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Sunday, September 12, 2010, 8:30 AM James C. Wilson wrote: > if I attempt to give it a hi-res filmstrip(21720x580) > it panics and gives me an out of memory error--understandable given > the hugeness of the image(I have 768 MB RAM). Hmm, that's around 50 MB - I'd have expected that to work, but I don't know offhand where the bottleneck is. Anyway, time is probably better spent implementing real video support than optimizing for such workarounds. > However, this does open the door to some other, less memory- > intensive preloading technique. Maybe preloading around 8 frames > before the animation begins, then preloading ahead as the already > loaded segment plays? Does that have any merit, do you think? I doubt it - image loading is currently done synchronously, i.e. it must be done in its entirety between displaying two frames. That will probably cause stuttering. But to be certain, go ahead and try it. One thing I would suggest that might accelerate the copying a tiny bit is to arrange the frames in the filmstrip vertically, not horizontally. Since pixel data is stored line by line, that keeps the bits needing to be copied close together in memory. -Christian ------------------------------------------------------------------------------ Start uncovering the many advantages of virtual appliances and start using them to simplify application deployment and accelerate your shift to cloud computing http://p.sf.net/sfu/novell-sfdev2dev _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-09-12 12:30:43
|
James C. Wilson wrote: > if I attempt to give it a hi-res filmstrip(21720x580) > it panics and gives me an out of memory error--understandable given > the hugeness of the image(I have 768 MB RAM). Hmm, that's around 50 MB - I'd have expected that to work, but I don't know offhand where the bottleneck is. Anyway, time is probably better spent implementing real video support than optimizing for such workarounds. > However, this does open the door to some other, less memory- > intensive preloading technique. Maybe preloading around 8 frames > before the animation begins, then preloading ahead as the already > loaded segment plays? Does that have any merit, do you think? I doubt it - image loading is currently done synchronously, i.e. it must be done in its entirety between displaying two frames. That will probably cause stuttering. But to be certain, go ahead and try it. One thing I would suggest that might accelerate the copying a tiny bit is to arrange the frames in the filmstrip vertically, not horizontally. Since pixel data is stored line by line, that keeps the bits needing to be copied close together in memory. -Christian |
From: James C. W. <jfc...@ya...> - 2010-09-10 20:06:50
|
Hi Christian, Thanks, that worked. I should've see that. >I'm curious, what order of magnitude of performance improvement do you >get using this method? Well, it's kinda hard to tell, because if I attempt to give it a hi-res filmstrip(21720x580) it panics and gives me an out of memory error--understandable given the hugeness of the image(I have 768 MB RAM). However, if I load a smaller one, such as 11776x512, it works VERY smoothly(each image being 512x512). If I use it in a cubic node(each face using the same filmstrip in RAM), it also runs extremly smoothly. Given that it grinds to a halt if given a large enough image, it doesn't have much practical application. Plus, at the small resolution it works well at, you might as well just use normal image sequences, at a fraction of the memory cost. However, this does open the door to some other, less memory-intensive preloading technique. Maybe preloading around 8 frames before the animation begins, then preloading ahead as the already loaded segment plays? Does that have any merit, do you think? Thanks, James CW --- On Thu, 9/9/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Rendering filmstrip-style animation To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Thursday, September 9, 2010, 3:19 PM James C. Wilson wrote: > But, when I run this function, the image appears about 100 pixels > off-sync sideways, and plays very slowly, at about 1/20th of the > defined speed, or doesn't run at all(not sure why it decides which > to do). > frame:drawimage(stripPos, 0, strip, 0, 0, 800, 600) You got the arguments to drawimage() backwards. Let me know if the description in the manual is unclear (or if you think the argument order is counterintuitive). I'm not sure if that explains all of your observations, but ask again if it still misbehaves after correcting that. I'm curious, what order of magnitude of performance improvement do you get using this method? -Christian ------------------------------------------------------------------------------ This SF.net Dev2Dev email is sponsored by: Show off your parallel programming skills. Enter the Intel(R) Threading Challenge 2010. http://p.sf.net/sfu/intel-thread-sfd _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-09-09 19:20:01
|
James C. Wilson wrote: > But, when I run this function, the image appears about 100 pixels > off-sync sideways, and plays very slowly, at about 1/20th of the > defined speed, or doesn't run at all(not sure why it decides which > to do). > frame:drawimage(stripPos, 0, strip, 0, 0, 800, 600) You got the arguments to drawimage() backwards. Let me know if the description in the manual is unclear (or if you think the argument order is counterintuitive). I'm not sure if that explains all of your observations, but ask again if it still misbehaves after correcting that. I'm curious, what order of magnitude of performance improvement do you get using this method? -Christian |
From: Christian W. <cwa...@gm...> - 2010-09-09 19:12:21
|
Andrea Viarengo wrote: > I came across a bug into official pipmak 0.2.7 for Windows > which I never see before: > > If you don't specify attribute "cursor = pipmak.hand" (or another > cursor) inside > a panel directive of a overlayed node, when you put your mouse > pointer over the > panel picture, Pipmak crash suddenly and exit quickly without any > error message. > > The bug happens when node.lua of an overlayed node contain just: > > panel "image.png" > > and it disapears when I modify the code with > > panel {"image.png", cursor = pipmak.hand } Works for me on Windows XP when I follow these instructions. The inventory in the demo project is a panel without cursor too and it works as well. Can you prepare a complete minimal project that reproduces the problem for you? -Christian |
From: Andrea V. <and...@gm...> - 2010-09-08 08:15:04
|
Hi, I came across a bug into official pipmak 0.2.7 for Windows which I never see before: If you don't specify attribute "cursor = pipmak.hand" (or another cursor) inside a panel directive of a overlayed node, when you put your mouse pointer over the panel picture, Pipmak crash suddenly and exit quickly without any error message. The bug happens when node.lua of an overlayed node contain just: panel "image.png" and it disapears when I modify the code with panel {"image.png", cursor = pipmak.hand } It appears like if it has not been specified the default cursor to use if the user does not specify a custom one I don't known, or i don't remember if this bug was already known, because with build 209 compiled by me the bug never happens. Christian can you check it? Bye -Andrea |
From: James C. W. <jfc...@ya...> - 2010-06-07 17:15:00
|
Oh, I see. Didn't think it'd be that simple:) It works perfectly now. Thanks! -James CW --- On Sun, 6/6/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Automatic rotation of panoramas To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Sunday, June 6, 2010, 3:35 AM > That does work, but if I happen to drag the panorama away from the > target path for too long the counter runs past zero and pipmak > freezes, like you said. But I'm not sure how to solve that > particular part of the problem:) Can you advise? As I said, keep the counter from running to zero. In fact, to avoid overshooting, you should clamp it to 1: autoPan_iterCount = autoPan_iterCount - 1 if autoPan_iterCount < 1 then autoPan_iterCount = 1 end -Christian ------------------------------------------------------------------------------ ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-06-06 07:41:21
|
> Sorry for question which was incorrect - my engrish isn't the best > in the > world... I don't think the question was incorrect or inappropriate. It's a valid question and probably others were interested in it too. Let us know when you do something nice with Pipmak (or when you can't because it's lacking features)! -Christian |
From: Christian W. <cwa...@gm...> - 2010-06-06 07:35:45
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> That does work, but if I happen to drag the panorama away from the > target path for too long the counter runs past zero and pipmak > freezes, like you said. But I'm not sure how to solve that > particular part of the problem:) Can you advise? As I said, keep the counter from running to zero. In fact, to avoid overshooting, you should clamp it to 1: autoPan_iterCount = autoPan_iterCount - 1 if autoPan_iterCount < 1 then autoPan_iterCount = 1 end -Christian |
From: Vobla <led...@gm...> - 2010-06-03 15:40:02
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Hi Cristian! Sorry for question which was incorrect - my engrish isn't the best in the world... In 2001, my brain was heavily damaged by playing in Myst III:Exile. I always wanted to create a game with such atmosphere and quality, but I never had illusions about my capabilites... At this moment, I'm working as independent flash game developer, but making free-to-play games is not the dream of my life... Actually, I have a working demo of engine similar with Pipmak, based on flash native 3D api, with animated ARGB video patches, interactive objects on the faces and stuff, it's all looking great but big flv video patches makes the engine lag a bit even on the new PCs. Even without video, its max screen size is about 1024x768, larger sizes cause Vsync artefacts. I've downloaded Pipmak year or two ago and I didn't find any visible changes thats why I was wondendering if the project is still alive... I can't say I have concrete project at this moment - I'm just searching for suitable pieces of the game like art, engine, music, puzzles to get some inspiration Christian Walther wrote: > > Hello Vobla, and welcome! > >> I'm new to this forum and just wanted to ask if the developers of >> Pipmak are >> still working on the engine and will we see the features listed in >> To-do >> list? > > I guess that depends on your definition of "still working"... I can't > deny that I have made very little progress on it in the last few years > (and apparently everybody else as well), so the project is indeed a > bit stagnant now. That is unlikely to suddenly change in a big way. > However, I am still working on it in the sense that I consider it > neither finished nor abandoned, there is still much to do and I do > intend to get to it eventually -the slowness is just because I have > been busy with lots of other interesting things. > > I cannot commit to any timing estimates for specific features - I > don't have any concrete timetable for working on Pipmak and it's hard > to make any predictions on what will be victorious in the competition > for my scarce spare time at any given time. It also depends a bit on > how I perceive activity and demand, e.g. here on the mailing lists. Do > you have any specific needs, are you working on a concrete project? > > -Christian > > ------------------------------------------------------------------------------ > ThinkGeek and WIRED's GeekDad team up for the Ultimate > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > lucky parental unit. See the prize list and enter to win: > http://p.sf.net/sfu/thinkgeek-promo > _______________________________________________ > Pipmak-Users mailing list > Pip...@li... > news://news.gmane.org/gmane.games.devel.pipmak.user > https://lists.sourceforge.net/lists/listinfo/pipmak-users > > -- View this message in context: http://old.nabble.com/Video-patches-tp28727532p28769237.html Sent from the pipmak-users mailing list archive at Nabble.com. |
From: James C. W. <jfc...@ya...> - 2010-06-02 23:47:47
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Thanks, Christian. That does work, but if I happen to drag the panorama away from the target path for too long the counter runs past zero and pipmak freezes, like you said. But I'm not sure how to solve that particular part of the problem:) Can you advise? Thanks, James CW --- On Wed, 6/2/10, Christian Walther <cwa...@gm...> wrote: From: Christian Walther <cwa...@gm...> Subject: Re: Automatic rotation of panoramas To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Wednesday, June 2, 2010, 4:09 PM > Namely, the camera slows down exponentially as it rotates. This is > because the local variables "autoPan_speedAZ" and "autoPan_speedEL" > are updated every repitetion, so that the camera doesn't lose track > of its target if the user moves the view themselves. Is there a way > to make up for the decrease in speed? Decreasing autoPan_iterCount by 1 in every iteration (i.e. counting the remaining number of iterations) might be a way. Just make sure you don't divide by zero, keep it above some positive minimum value. -Christian ------------------------------------------------------------------------------ ThinkGeek and WIRED's GeekDad team up for the Ultimate GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the lucky parental unit. See the prize list and enter to win: http://p.sf.net/sfu/thinkgeek-promo _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |
From: Christian W. <cwa...@gm...> - 2010-06-02 20:10:13
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> Namely, the camera slows down exponentially as it rotates. This is > because the local variables "autoPan_speedAZ" and "autoPan_speedEL" > are updated every repitetion, so that the camera doesn't lose track > of its target if the user moves the view themselves. Is there a way > to make up for the decrease in speed? Decreasing autoPan_iterCount by 1 in every iteration (i.e. counting the remaining number of iterations) might be a way. Just make sure you don't divide by zero, keep it above some positive minimum value. -Christian |