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Post Author Forum Replies Views Posted [asc]
  Thread: Esenthel.Net
Post: RE: Esenthel.Net

With this you could make something like NeoAxis did, they wrapped Ogre3d, Physx and OpenAl in C# and all the game types are written in C# and their properties available from resource editor and map ed...
katoun Showcase 42 43,744 06-26-2010, 12:52 PM
  Thread: Using something like addForce on character
Post: RE: Using something like addForce on character

Hello. Look at the 15 - Character Ragdoll.cpp tutorial :d
katoun Support 4 4,235 12-02-2009, 09:40 AM
  Thread: Your Computer
Post: RE: Computer

Intel Core 2 Duo 3GHz 2 GB Ram Dual Channel GeForce 8800GT 512MB Creative X-Fi Music Samsung 21" wide 500GB WD - for windows and data 300GB WD - just for gamedev Keyboard Microsoft Natural Mouse Logit...
katoun Offtopic 20 15,546 11-23-2009, 01:56 PM
  Thread: Water physics
Post: Water physics

Hello. How can I simulate water physics? Dose the engine support this by default or I have to do it manualy? Thank you.
katoun Support 1 3,154 11-21-2009, 03:46 PM
  Thread: World Editor Import
Post: RE: World Editor Import

Well a powerfull feature for the Tools would be to actualy be able to Import a world from Collada, because Collada is capable of saving objects with vertexed referencet to the object pivot and each ob...
katoun Support 7 6,175 11-18-2009, 03:24 PM
  Thread: World Editor Import
Post: RE: World Editor Import

I am trying to find a fast way to import into the World Editor for example 200 building everyone being seen by the WE as different and separate objects. Is this posible or I will have to export 200 bu...
katoun Support 7 6,175 11-18-2009, 03:02 PM
  Thread: World Editor Import
Post: RE: World Editor Import

And I save all the buildings as one mesh ? Can I edit different physics for different building(sections or as they are named) ?
katoun Support 7 6,175 11-18-2009, 02:30 PM
  Thread: World Editor Import
Post: World Editor Import

Hello. Dose the the WE import button work? If yes what can it import. It is posible to create lets say in 3dMax a building, clone it, roatete and translate the clones in a level, export it as Collada,...
katoun Support 7 6,175 11-18-2009, 01:30 PM
  Thread: Terrain from the .world
Post: RE: Terrain from the .world

So I can use: Quote:Grid<Area>* WorldManager::areaActive(VecI2 &xz); and Quote:MeshGroup& Area::Data::mshg(); Well how can I get how many Game::Areas are in the World and from what value...
katoun Support 3 3,938 11-17-2009, 12:03 PM
  Thread: Terrain from the .world
Post: Terrain from the .world

Hello, How can I access the terrain from a world created in the world editor in the same way the items and charaters are accessed: Quote:Game::ObjMemx<Game::Static> Statics; // container for st...
katoun Support 3 3,938 11-17-2009, 12:09 AM
  Thread: error after latest patch
Post: RE: error after latest patch

It from the save and load.I had a save that I used to start the app and now I added some new objects to the scene. I removed the loading from the Init and it work normal now :p Quote:void Save(File &a...
katoun Support 6 5,318 11-17-2009, 12:01 AM
  Thread: error after latest patch
Post: RE: error after latest patch

It seems I have a problem with the new patch too. I have updated data and and SDK for an old version of a mixed tutorial. Now the Quote: Game::World.setObjType(Statics, OBJ_STATIC); Game::World.setO...
katoun Support 6 5,318 11-16-2009, 11:23 AM
  Thread: Windows 7
Post: RE: Windows 7

And Esenthel compiles and work perfect on Win7 rendering, sound, physics.. :lol:
katoun Offtopic 10 8,804 11-06-2009, 05:48 PM
  Thread: Update function is names Main
Post: Update function is names Main

Hello Esenthel, Why is the update function named Main() Quote:// DECLARATIONS FOR USER PROVIDED MAIN FUNCTIONS /******************************************************************************/ void Ini...
katoun Feature Requests 1 3,417 11-06-2009, 05:46 PM
  Thread: Roadmap of the SDK
Post: Roadmap of the SDK

Is there any were a roadmap of the new SDK? I would be nice to know what new features are you working on or wanting to at for the next version. :d Thank you.
katoun Support 3 4,110 11-05-2009, 11:05 PM
  Thread: Hit precision on characters
Post: RE: Hit precision on characters

Hello, Dosen't work with the actual ragdoll of the character? I saw in the Characte Ragdoll tutorial for the hit simulation witch is super this: Quote:chr.ragdoll.findActor Dose that mean tha while th...
katoun Support 5 5,669 11-04-2009, 09:01 PM