Edited by brett14, 31 May 2011 - 11:13 PM.
Precise 3D Collisions Dll (P3DC.dll) V6.1
#261
Posted 31 May 2011 - 11:12 PM
#263
Posted 08 June 2011 - 05:16 PM
#264
Posted 08 June 2011 - 11:26 PM
#265
Posted 13 June 2011 - 07:04 PM
Could you add functions like p3dc_delete_block ? (or it is possible and i don't know ?)
#266
Posted 13 June 2011 - 08:37 PM
Why are all scripts comment?
[/noob]
#267
Posted 13 June 2011 - 11:27 PM
Yes, it is possible but it would be very slow due to the way I handle the models (slow writing/changing data, fast reading). I may add a function soon. I'm loosing hope in GMApi or another alternative, so if it does not come out soon I'll just remove the dependency. It is possible to re-create the whole model with p3dc_begin_replace(...) but I assume that is not what you are looking for.
@ihato
With the help of GMAPI, I change where the functions point to in memory, so it will execute a function inside the dll instead of in gamemaker. It is faster than external_call(...) and I can add as many comments as I want with no overhead. (Well there is actually a little overhead, its equivalent to what is required to tell GM to run a script.)
Edited by brett14, 13 June 2011 - 11:42 PM.
#268
Posted 15 June 2011 - 05:30 AM
#269
Posted 02 July 2011 - 10:59 PM
#270
Posted 05 July 2011 - 07:28 PM
#271
Posted 06 July 2011 - 08:26 AM
#272
Posted 12 July 2011 - 11:41 PM
Enjoy
~Brett14;
#273
Posted 12 July 2011 - 11:54 PM
We loooooveee youuu!V6.00 is out, with GM 8.1 support! It is slightly faster than V5.02 and has the ability to overwrite parts of your models allowed you to edit them in realtime.
Downloading now, will edit if i find something weird.
#274
Posted 13 July 2011 - 12:41 AM
If you find errors, report them within the next 2-3 days, otherwise I can not guarantee they won't be fixed before september.
#275
Posted 14 July 2011 - 05:28 AM
Ive compared brett's default level with my own in notepad and i cant notice any major differences.
when i load my level to draw and brett's level for collisions, it works. my level is also drawn correctly.
yet when i load my level for collisions at all, i get the "an unexpected error has occurred" message at start-up.
edit: I'll start a topic in the novice Q's forum
Edited by lostdarkwolf, 14 July 2011 - 10:44 PM.
#276
Posted 14 July 2011 - 09:54 PM
But may I ask what happened to the p3dc_sort_model(...) function?
#277
Posted 14 July 2011 - 10:29 PM
#278
Posted 15 July 2011 - 07:04 PM
#279
Posted 15 July 2011 - 09:54 PM
the FIRST number in the vertex loading stage defines what args are present and THIER LOCATION
i dont know c++ for crap but it seems like that regardless of the first number, you load the model as:
X Y Z XTex YTex 0 0 0 0 0because that's all the data you need.
HOWEVER, the layout is not always this way.
I've made a layout number sheet.
0 primitive end 1 primitive begin 2 X Y Z 0 0 0 0 0 0 0 3 X Y Z Color Alpha 0 0 0 0 0 4 X Y Z XTex YTex 0 0 0 0 0 5 X Y Z XTex YTex Color Alpha 0 0 0 6 X Y Z NX NY NZ 0 0 0 0 7 X Y Z NX NY NZ Color Alpha 0 0 8 X Y Z NX NY NZ XTex YTex 0 0 9 X Y Z NX NY NZ XTex YTex Color AlphaEDIT: if you dont have time to fix this, i can make a vertex format converter.
EDIT2: thats whay i dont code in c++
Edited by lostdarkwolf, 16 July 2011 - 03:51 AM.
#280
Posted 15 July 2011 - 10:12 PM
Edited by brett14, 15 July 2011 - 10:19 PM.
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