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My main problem with Torque X is that it seems very limited. I understand that using pre-existing engines saves on development time, but I hate losing the hands on feeling it gives to program everything yourself.
It's the same problem I have with flash: I'm too inexperienced with it to be able to know how to take control of it. It ...
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I figured that would be against the rules. I also figure that if you're in a country that doesn't support Xbox Live!, why care?
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Something my brother told me about countries that don't support XBOX LIVE!:Residents in those areas can just enter a US address instead of their own on their 360, and it will work.I don't know if this is true, but if it is, it might also work for CCS.
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The objects that are updated first get first say in all physics calculations. The first object gets its full movement until a collision, while the second one has to then move with that object in the way, when in real life they would move at the same time (creating situations where sometimes there wouldn't be a collision in real life but there is ...
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It seems like it is a common problem that the objects that are updated first will dominate the objects that are updated last. So I was wondering how other people circumvented this problem.One idea I had was reverse the order you updated the objects every frame. So far it's working well.
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OH, I get it now. Game1 isn't the name of an object of type game, it itself is a class. Oh.So when I'm calling the Physics.update method, I'll have an argument for the Game1 class containing ''this,'' then I'll keeping passing that on to the proper location.Thanks.
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The declaration of Physics:public RagDollPhysics Physics = new RagDollPhysics();The request for data from it:Game1.Physics.Shapes.CountThe error:Error 2 An object reference is required for the nonstatic field, method, or property 'RagDollEngine.Game1.Physics'
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So, I'm trying to access a class in my Game1 class, called Physics from another class. But whenever I try to go through the address like this: Game1.Physics.blahblahblah it throws an error. Why is that, and how can I get around it?
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Thanks, that fixed it. And I'm going to switch over to transformation matrices now, I just didn't know how to use them.
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Using the formulae which I found on Wikipedia, I have written this:rotdist2 = new Vector4(rotdist.X * (float)Math.Cos(radian) - rotdist.Y * (float)Math.Sin(radian), rotdist.Y * (float)Math.Cos(radian) + rotdist.X * (float)Math.Sin(radian), rotdist.Z * (float)Math.Cos(radian) - rotdist.W * (float)Math.Sin(radian), rotdist.Z * ...