User Activity

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

    Thanks Eugene, much appreciated; I'd not thought about the memory issue. Also the referencing (single change/updates all) is appealing, so I won't bother with deep copying.

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

    Happy New Year everyone, may CGE go from strength to strength! Can anyone help with a little understanding. I'm creating multiple meshes (IndexedFaceSets), each has a different shape/appearance/texture. I've been constructing each mesh with its own CoordinateNode. However, there is about 70% commonality in the vertices in each set of coordinates. Can I create just one CoordinateNode with all the possible vertices, and then assign this to each of the meshes - obviously setting the vertex indices appropriately....

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

    Wow, I'm amazed Eugene and realise how much learning I have in front of me! Thank-you very much. Your example is crystal clear, and, yes, the RebuildScene procedure is what I will do. I had no idea recreating the mesh would be so fast. Thanks again. Also, thanks Michalis for your comments/confirmations.

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

    Thanks Eugene for your comments, if I understand correctly, for the first instance you suggest using a TSwitchNode to set the visibility of the block rather than deleting it. I had originally thought of simply deleting the blocks, but setting the visibility allows me to easily replay/reverse and 'un-mine' the block. I'll try this first; I expect about 1000 blocks. Unfortunately, I just can't get my head around your second suggestion. Are you suggesting that at each timestep I recalculate vertices...

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

    Hi all, back to using CGE after a bit of a break, and I would welcome a couple of pointers/how-tos. I'd like to visualise a mining machine digging a trench. I have a path. I thought of something like Minecraft; create slices using TBoxNode, texture the faces (not all, won't need to see underneath or behind), then as I move the machine to the rock face I simply delete the block. Repeat ad naseum. If the block is the same width & height as the cutting section of the machine, then it will look like...

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

    Thanks for the reply, thought as much. Having to keep checking large meshes for (potentially multiple) contacts would be very expensive. I read in another post, or it may have been your roadmap, that you hope to improve the integration of Kraft into CGE. I too would find the exposure of an OnContact event to be useful, but most of all would be a global 'start physics/stop physics' routine (maybe there is one already, haven't found it). One command to iterate all RigidBodies and set Dynamic to true/false...

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

    Using the Kraft physics engine I get an exception/error that a MeshCollider can only be used with a static rigid body. Think of a simplified washing machine or cement mixer. The inside profile is defined as a mesh, it rotates about an axis. Objects inside need to interact with that mesh (and with themselves). Well, that was what I was trying to do - am I missing something? If indeed I can't use a mesh as a dynamic rigid body, do I have to replace each surface inside the drum with a PlaneCollider?...

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

    Thanks Michalis, that's more than a sketch, it's a painting! I'll give that a go. Many thanks, would never have found the TrySimplePlaneSegmentIntersection() function.

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sarge427
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