User Activity

  • Modified a comment on discussion General Discussion on Castle Game Engine

    You are almost there! The only thing is that SecondsPassed just gives frame duration, not total time since some event. This means you have 33-62 frames per second running. E.g. you can do it this way: procedure TPlayer.Update; begin Self.InternalTime += CastleControl1.Fps.SecondsPassed; {this way we increase internal time by SecondsPassed each frame; obviously, you'll have to call Player.Update for this feature to work correctly} if Self.AnimationDuration < Self.InternalTime then begin Self.CurrentAnimation...

  • Posted a comment on discussion General Discussion on Castle Game Engine

    You are almost there! The only thing is that SecondsPassed just gives frame duration, not total time since some event. This means you have 33-62 frames per second running. E.g. you can do it this way: procedure TPlayer.Update; begin Self.InternalTime += CastleControl1.Fps.SecondsPassed; {this way we increase internal time by SecondsPassed each frame; obviously, you'll have to call Player.Update for this feature to work correctly} if Self.AnimationDuration < Self.InternalTime then Self.CurrentAnimation...

  • Posted a comment on discussion General Discussion on Castle Game Engine

    I confess that I'm not really a lover of 2d but rather of 2.5d. Then you might also like the fact, that TCastle2DScene is compatible with 3D world. I.e. in Castle Game Engine you can mix 2D and 3D objects freely (e.g. character sprites and 3D or pseudo-3D environment). I didn't try it yet, but it doesn't seem too difficult. As of 2.5D you might want to look at orthographic projection for 3D world (unfortunatly I don't have any experience here - I just know it should work out-of-the-box) or using...

  • Modified a comment on discussion General Discussion on Castle Game Engine

    Valter Buccina, hi! Unfortunately in practice I've never had so many animations in one class before. And my animations approach for 3D models was relatively complex, because I needed a lot of control over them. So, first thing first: this is an overkill and inefficient solution, but it answers your question directly: Variant A: const AnimationLeft = 1; AnimationRight = 2; type TPlayer = class private MyAnimation1, MyAnimation2: TSprite public CurrentAnimationID: Integer; function CurrentAnimation:...

  • Modified a comment on discussion General Discussion on Castle Game Engine

    Valter Buccina, hi! Unfortunately in practice I've never had so many animations in one class before. And my animations approach for 3D models was relatively complex, because I needed a lot of control over them. So, first thing first: this is an overkill and inefficient solution, but it answers your question directly: Variant A: const AnimationLeft = 1; AnimationRight = 2; type TPlayer = class private MyAnimation1, MyAnimation2: TSprite public CurrentAnimationID: Integer; function CurrentAnimation:...

  • Posted a comment on discussion General Discussion on Castle Game Engine

    P.S. You may also have a look at "middle" solution, TSprite can contain multiple animations, not just one. You can load all the animations into a single TSprite - see https://castle-engine.io/apidoc-unstable/html/CastleGLImages.TSprite.html#AddAnimation and https://castle-engine.io/apidoc-unstable/html/CastleGLImages.TSprite.html#SwitchToAnimation

  • Modified a comment on discussion General Discussion on Castle Game Engine

    Valter Buccina, hi! Unfortunately in practice I've never had so many animations in one class before. And my animations approach for 3D models was relatively complex, because I needed a lot of control over them. So, first thing first: this is an overkill and inefficient solution, but it answers your question directly: Variant A: const AnimationLeft = 1; AnimationRight = 2; type TPlayer = class private MyAnimation1, MyAnimation2: TSprite public CurrentAnimationID: Integer; function CurrentAnimation:...

  • Modified a comment on discussion General Discussion on Castle Game Engine

    Valter Buccina, hi! Unfortunately in practice I've never had so many animations in one class before. And my animations approach for 3D models was relatively complex, because I needed a lot of control over them. So, first thing first: this is an overkill and inefficient solution, but it answers your question directly: Variant A: const AnimationLeft = 1; AnimationRight = 2; type TPlayer = class private MyAnimation1, MyAnimation2: TSprite public CurrentAnimationID: Integer; function CurrentAnimation:...

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Username:
eugeneloza
Joined:
2013-06-03 09:07:10

Projects

This is a list of open source software projects that EugeneLoza is associated with:

  • Project Logo Castle Game Engine Game engine supporting many 3D/2D formats and graphic effects Last Updated:
  • MetarSweeper MetarSweeper is a minesweeper game :) Last Updated:
  • Project Helena Zero version of a turn-based strategy/RPG game. Last Updated:
  • Rhymes Rhymes is a Russian/Ukrainan rhymes finding program. Last Updated:
  • Spectre displayer Spectre displayer is a program that displays spectra of atoms. Last Updated:

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  • Ukrainian
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  • Delphi/Kylix
  • Lazarus
  • PHP
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