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Re: Pivot [Re: Alberto] #70101
04/09/06 17:04
04/09/06 17:04
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
At least, there is nothing silly in your suggestion, Alberto, it sounds quite interesting to me. It could spare a bunch lines in coding for a very basic and often used function.

Can you tell some examples what for you used it?

I think it makes easier to understand a suggestion, if one knows the purposes.
Thank you!

Re: Pivot [Re: Pappenheimer] #70102
04/09/06 18:02
04/09/06 18:02
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
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A.Russell  Offline
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Joined: Mar 2003
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Japan
Parent-child heirachies are used in quite a few engines, and in other software. Anything done to the parent will affect the child. For example, if I move an entity, all its children will move, too.

You are absolutely right, too. You posted here in the Future forum, so you weren't looking for alternative solutions to your problems, you wanted Contitec to implement these Blitz3D features for you. Good luck, and I won't reply anymore.

Re: Pivot [Re: A.Russell] #70103
04/09/06 18:12
04/09/06 18:12
Joined: Oct 2003
Posts: 246
A
Alberto Offline OP
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Alberto  Offline OP
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Posts: 246
PappenHeimer

For example to create a camera following the player
You create pivot and you attach it to the player then you make the camera child to the pivot

Re: Pivot [Re: Alberto] #70104
04/09/06 22:29
04/09/06 22:29
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Does it affect the camera's turn/rotate (pan etc.), too?
And can it affect the turn/rotate only?
And, if you attached it can it be 'de-attached' it easely, or is it attached for the whole time when it is called once?

Re: Pivot [Re: Pappenheimer] #70105
04/10/06 09:04
04/10/06 09:04
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

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Joined: Jul 2000
Posts: 27,986
Frankfurt
Rotating of child entities about its parent can be very easily implemented by a small script - so, unlike with BlitzD, it does not make much sense here to build this into the engine. It would not be any faster or have any other advantages over a script.

You can however post this suggestion onto the template forum for Doug to provide a general purpose script for this. Give some examples how you would use this feature.

Re: Pivot [Re: jcl] #70106
04/10/06 22:11
04/10/06 22:11
Joined: Sep 2003
Posts: 2,174
Israel, Haifa
ROMAC Offline
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ROMAC  Offline
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Posts: 2,174
Israel, Haifa
Quote:

Rotating of child entities about its parent can be very easily implemented by a small script - so, unlike with BlitzD, it does not make much sense here to build this into the engine. It would not be any faster or have any other advantages over a script.

You can however post this suggestion onto the template forum for Doug to provide a general purpose script for this. Give some examples how you would use this feature.




Only because this is 3dgs I'll respond to what is said above. 3dgs is meant to be an easy to use engine - even without script - therefore I agree this feature could be a possiblity to implent instead of putting it through code.
I personally, don't need it, this is just generally speaking. But a template for beginners is also a way to go with it.

Re: Pivot [Re: ROMAC] #70107
04/13/06 17:26
04/13/06 17:26
Joined: Oct 2003
Posts: 246
A
Alberto Offline OP
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Alberto  Offline OP
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Does it affect the camera's turn/rotate (pan etc.), too?

The camera pan, no
Actually you create an orbit camera
you turn the pivot and the camera moves around the player
yes ,it can be de-attached

Re: Pivot [Re: Alberto] #70108
04/14/06 00:47
04/14/06 00:47
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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I do think that having some kind of parent-child system that is easy to use would be a good thing. While you can do this with pointers and handles, sometimes i have wanted an easy way to simply "destroy all children entities". So instead i have to make some junky function that loops through all objects or has some linked list or whatever..It would be nice if you could set the parent object at creation, and then that parent object can have a special function like:

remove_child_ents()
hide_child_ents()

or whatever....

and of course the child objects would get a special pointer "parent" ..


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