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Next-Generation Graphics Engine
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 Post subject: Particle emitter data
PostPosted: 27.06.2008, 18:32 
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Joined: 09.05.2008, 19:02
Posts: 18
Is there a method of finding if a particle emitter is still emitting?


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PostPosted: 27.06.2008, 20:56 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Now there is one: Check the SVN for the latest changes.


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PostPosted: 27.06.2008, 21:09 
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Joined: 18.05.2008, 17:47
Posts: 96
:mrgreen: it was fast


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PostPosted: 28.06.2008, 01:30 
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Joined: 22.05.2008, 18:30
Posts: 37
It certainly was!

Thanks for that, I'll grab the latest revision in the morning and update our project :)
In case you haven't seen it yet, a video from last week in what we've been up to is here: http://www.youtube.com/watch?v=udiEyyQynUo and we'll be doing a new one shortly, as we have done a lot more since then.

Thanks again for the quick response :)

[edit]

Just re-compiled everything now using the latest SVN and it works great!
Better still, we seem to have gained a speed boost as well from the 1.0 Beta1 release we were linking to, which is nice :D


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PostPosted: 10.07.2008, 16:50 
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Joined: 25.01.2008, 08:45
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Location: Germany
stuckie wrote:
In case you haven't seen it yet, a video from last week in what we've been up to is here: http://www.youtube.com/watch?v=udiEyyQynUo and we'll be doing a new one shortly, as we have done a lot more since then.


Nice Video! Watching this threw me into a timemachine and I remembered how I did the first builds of NanoLegends years ago. You got my best wishes for your project!

I hope I'm allowed to give some constructive critism :) :
I notice that you are using a dynamic body for the character, which can receive forces from other bodies. From my experience you should avoid that and use a kinematic body for the player. This way you will get perfectly consistent and predictable movements/motionpaths for your player(although you have to drive the player yourself). Your level-designers will depend on this when they setup things like platforms and some nice jumps.


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PostPosted: 10.07.2008, 18:15 
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Joined: 22.05.2008, 18:30
Posts: 37
Thanks for the comments... our jump mechanics have been in somewhat of a state of flux for the past couple weeks, but have settled down now.
All the levels have all of the constraints we've placed taken into consideration though :)

There'll be a much fancier video of the first level tomorrow, hopefully, but certainly by the end of the week.. it's currently being re-skinned just now... but all the level collision mesh data has been done, along with the main characters being fully modelled, rigged and animated.

We currently have just over four weeks left!
Luckily most of the game code is written, it's just a case of getting the art meshes done and put in, fancifying the graphics up a bit, and optimising :) But we're getting there! And hopefully we'll have a really good game by the end of it :D


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