QuaziGNRLnose's Recent Forum Activity

  • the trick for your zbuf problem is comparing the y coordinates of the boxes on their respective zhieght(from their base)then comparing the height of the stacked boxes and performing the layering from the bottom up(in z height) doing your zbuf for the base first, then for the progressively higher layers

    im not sure excactly how to do this, but im working on it atm

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  • why dont you just paste the radar on a canvas, drawing blips take absolutely no time at all and you could use an erase effect which would be pretty fast and way less gpu intensive

    btw if youre aiming for speed, i suggest you avoid SQRT at all costs, its a pretty big drain if you have enough of them. there are faster, but less accurate methods (you dont need that much accuracy anyways) that you could use.

  • this would be usefull for a few things and itd be a nice little addition

    what this would do is first you have an event, like i dunno,sprite colides with sprite2, and then if you use this event you could add to a formula (retrieve point of collision x and one for y too) this would return to you the point at which to objects first touched, so lets say

    | _____

    2+ / /_____

    | / / \ 1+ / / \ | ````` ``````

    ---+---+---+---+---+---+

    0 1 2 3 4 5 6

    we would get the coordinate 3 for X and 2 for Y (i **** at ASCII shutup lol)

  • cant you force the gfx car to do calculations? im not sure tho, havnt ever seen it done or nor do i know if its possible.

    i think there should at least be a polygonobject, graphics cards can easily process polygons (imagine how useless they would be if they couldnt lawl), the object would render polygons based on shape i.d.'ed points,

    like lets say you could colour shape,set shape outline colour and thickness, create point and reposition point, for point based actions youd get the choice of shape id then another choice for point #, (so to make a square youd make shape id's of all for points "n" then youd create a point for each point in a square with number 1-4, relatively simple to use.) and then youd have point x and point y controls.

    for shape based actions you write in a shape ID then you get parameters like colour, outline, opacity.

    a polygon object would be fine, bezier curves arent that important all the time.

    we need something like this cause we have a lack of anyway to draw polygons, and instead of trying to package it with a vector plugin which may never come, package a polygon object alone.

    and could you guys plz add a fill bucket tool to the canvas object, just have params like fill x pos, fill y pos and fill colour/opacity

  • im in consensus with davioware who ever he may be (not that i would know who he is in any way)

  • i knew i could do it with UID, thats what i thought could work, and i dont need to know its true age, thats why an everytick adder wouldnt be good, and it seems like a waste. i use those when i need to time how long a missile can stay alive and stuff like that

  • Comparing the age of a sprite would be a useful feature, and i know mmf keeps age stored, so i assume construct does this 2?, it would be usefull to have a compare age feature so we could lets say make a for each ordered by their ages, if you needed something along that lines it would be nice 2 have. all its doing is storing and comparing the order they were created, not how long theyve existed btw.

  • ive seen that article before when reading up on verlet int, but i had lost it, was actually looking for it though.

    im trying those for sure when we get springs, but the disadvantage to these is things can pass right through the holes, meaning it can slide through thin objects

  • yea, compare two initial positions of every pair, parallel to each other on the circle, and if any are tooo close stop the force

  • i guess that would work for a rope, but for a cicullarly wrapped tread, it'd be a different story

  • im not sure of a good way too make a hinged rope, using only one instance of an object. id just like to be able to create a line of objects in the correct order in the layout editor and let them auto find the correct object that they should hinge 2. i need to know this because im trying to make a tank tread, and the way im trying to do it, (see my soft bodied object in uploads) doesnt seem too work if i add more objects too the chain, i dont understand why

    anyone have a way to fix whats happening or a different way completely

  • tieing up can happen in a spring system 2 though, just depends on what youre doing to it

QuaziGNRLnose's avatar

QuaziGNRLnose

Member since 2 Aug, 2008

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