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Some new capabilities for A7 #257799
03/25/09 15:44
03/25/09 15:44
Joined: Jun 2008
Posts: 151
Ukraine
XD1v0 Offline OP
Member
XD1v0  Offline OP
Member

Joined: Jun 2008
Posts: 151
Ukraine
I am studying A7 and in general I like this engine, but I would like following possibilities.

For VIEW need the following flags
NOT_WORD - do not render world in the view
NOT_ENTITIES - do not render entities in the view
NOT_SKY - do not render sky in the view

In A7 I can not render only one entity or entity from the list.
You can do event for VIEW, something like this - VIEW.render_list
Example
Code:
function render_from_list()
{
ENTITY* list[10];
//fill the list
......
//
return list;// render only this entities in the view
}

VIEW* shadows =
{
render_list = render_from_list;
}


For ENTITY.
In A7 no function for quick installation of all the bones for ENTITY,I can use ent_bonerotate/ent_bonemove for this but if it is used for each bone that is too slow.

1. Make fast function (ent_bonerotate/ent_bonemove is slow)
bone_set(ENTITY*,bone_handle,pos,angle) - set only one bone, and don`t move/rotate child bone
2. Set all bones by one function
bones_manipulation(ENTITY*,*bonesbuf)
Code:
var my_bones = ent_bones (my);
var bonebuf[my_bones*6]; // vector for position and angle for each bone
//set bonebuf
....
//
bones_manipulation(ENTITY*,bonebuf)


This functions useful for ragdoll,own bone animation,Inverted kinematics and other operations associated with physics.

For PANELS.
New flag UNTOUCHABLE. Buttons and panel events do not react on the mouse.

For Lite-c.
Why in Lite-C I can not do this?
Code:
#define BUF_SIZE 100
char b[BUF_SIZE]


That's all.. for the first time laugh


A7 Commercial cool
Celeron 1700, GeForce 5500 FX 256mb, 1 Gb Ram
Re: Some new capabilities for A7 [Re: XD1v0] #258023
03/27/09 07:49
03/27/09 07:49
Joined: Jul 2000
Posts: 28,024
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 28,024
Frankfurt
Thanks for your suggestions, but most are already possible in lite-C.

Rendering a sub-list of entities can be achieved with the IGNORE_FLAG2 mode. You can have an entity list, and temporarily or permanently set such a flag for all entities from the list.

Bones rotation is fast, thus storing bones matrices in a buffer is not worth the effort. You'll gain more speed when using bone indices rather than names. Rotating only a parent bone won't give any advantage.

For preventing button reaction on the mouse, set the button functions at NULL.

Lite-C can not do this because a semicolon is missing.

Re: Some new capabilities for A7 [Re: jcl] #258070
03/27/09 14:51
03/27/09 14:51
Joined: Jun 2008
Posts: 151
Ukraine
XD1v0 Offline OP
Member
XD1v0  Offline OP
Member

Joined: Jun 2008
Posts: 151
Ukraine
Quote:
Lite-C can not do this because a semicolon is missing.

Oops,seems my mistake laugh
Quote:
Rendering a sub-list of entities can be achieved with the IGNORE_FLAG2 mode. You can have an entity list, and temporarily or permanently set such a flag for all entities from the list.

But if I want render only 5 entities and I want render only 1 for each view (5 entities -> 5 views)?
Quote:
Bones rotation is fast, thus storing bones matrices in a buffer is not worth the effort. You'll gain more speed when using bone indices rather than names. Rotating only a parent bone won't give any advantage.


Ok, about bones i understand but if entity have many bones, so ent_bonerotate/ent_bonemove i can not use, because they very slow to set all the bones.Anyway thank you for the explanation.

Some times i need get name of animation,was-a good idea to make such function
Code:
ent_getanimation (ENTITY* ent,STRING* a_name,var frame);



A7 Commercial cool
Celeron 1700, GeForce 5500 FX 256mb, 1 Gb Ram

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