Search found 2281 matches
- Jan 09, 2024 16:31
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
Because the constraints affects the pivots, not their parent entities. The pivots should not be children of player, they should be independent entities, and then you should use CreateRigidBody to use them as a reference for the player entity (you need four pivots: one for the position, and three for...
- Jan 09, 2024 6:02
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
EntityBox is implemented only for the destination entity, not for the moving one. Supported collisions are sphere to sphere, sphere to box and sphere to geometry. You were trying to do box to sphere, that isn't supported
- Jan 05, 2024 19:49
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
In your example, then, you might just want to have the spaceship, and the feet as separate entities, both able to collide, and you can put a constraint between them to ensure they would keep always the same distance. You could ensure they point at the same direction either suing some action, or manu...
- Jan 04, 2024 23:20
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
You can use EntityX, EntityY and EntityZ to get an entity position. Save those values in some variables, at the next frame read them again, make the difference with old ones, and the three results would be the vector of your speed. In case you just want the speed, square those three values, add them...
- Jan 02, 2024 18:35
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
OpenB3D is not based on Newton, or any external physics engine. An external physics engine can be used, but OpenB3D has its own features: one is the collision detection, that comes from the original library MiniB3D, which OpenB3D is based on. The author, Simon Harrison, stated that he was helped by ...
- Dec 26, 2023 18:10
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
You can modify the makefile and recompile it, in case you want to change its name Otherwise, you can put the two versions of the library in two different directories, and when you compile and launch your program you set the PATH variable to one directory or another (the library doesn't have to be in...
- Dec 26, 2023 0:16
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
Uploaded an updated version with the fix, let me know if it works
- Dec 25, 2023 18:24
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
Whoops! Right, in the file "entity.cpp", the line if(collision_type!=0 && type_no==0){ CollisionPair::ent_lists[type_no].remove(this); } should be if(collision_type!=0 && type_no==0){ CollisionPair::ent_lists[collision_type].remove(this); } Looks like you found a bug
- Dec 24, 2023 16:27
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
ResetEntity is supposed to be used after moving an entity, and before updating the world, to avoid collisions to be checked. It's useful, for example, when you want to place the player in a specific place of the world, and you have already enabled collision checking (otherwise it will be considered ...
- Dec 23, 2023 17:01
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
There is no need to assign a different collision type to each star. You can just replace the lines 76-77 with: ENTITYTYPE star(i), collision_earth 'collisions collision_player1, collision_earth, 2, 2 'not needed anymore and everything will work. You will still be able to detect which entity is the p...
- Dec 20, 2023 23:53
- Forum: General
- Topic: Sprites and LTPB
- Replies: 1
- Views: 453
Re: Sprites and LTPB
Can my sfx library help? https://www.freebasic.net/wiki/ExtLibsfxNorbyDroid wrote: ↑Dec 18, 2023 15:35 Without help I am unable to do any of the sound commands. Any help will be appreciated.
I don't know how sound worked in LTPB, if you tell me more maybe I can help you implementing something similar.
- Dec 20, 2023 23:44
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
What issues did you encounter with the collisions? About CreateCylinder, it happens because that parameter is checked with "if(solid==true)", internally, and "true" is defined as 1. I guess it could be replaced with something like "if(solid!=false)" if it's needed to be...
- Dec 19, 2023 23:17
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
Actually, no, there isn't a better way in OpenB3D (nor in the original Blitz3D) to animate a texture. There are commands to translate, rotate or scale a texture (they might be useful when the animation is just a movement in one direction), otherwise you have to set the frame manually. Other solution...
- Dec 18, 2023 22:58
- Forum: Libraries & Headers
- Topic: MiniB3d for FreeBasic
- Replies: 1083
- Views: 306295
Re: MiniB3d for FreeBasic
my problem is that it is very blurred. i have tried everything as texture filter setting. wonder if it's my vide card settings? I like to force it to pixels with blurred smooth look. It's not your video card. The issue is that the starting picture is too small (the picture you have rendered is more...
- Dec 04, 2023 0:49
- Forum: Sources, Examples, Tips and Tricks
- Topic: OpenB3D: Creating a 3d level from multiple tilemaps
- Replies: 2
- Views: 520
OpenB3D: Creating a 3d level from multiple tilemaps
This is an example of how to build a level using only simple 3d blocks (of course, they can have different texture or material), just as a 2d tilemap uses only small bitmaps that are connected together to form a large picture. #include "openb3d.bi" const w=9, d=9, h=3 dim shared level(9,2)...