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  Thread: December updates
Post: RE: December updates

From the perspective of a C++ coder working on a few small projects... I strongly believe that the engine should remain C++ focussed as in option #1 above. One of the most attractive things for me ab...
EvilNoodle Offtopic 52 26,929 12-18-2010, 02:54 PM
  Thread: Terrain type/material picking
Post: RE: Terrain type/material picking

This would be very useful. I can think of ways to fake it but none of them are as elegant as native support. EvilNoodle
EvilNoodle Feature Requests 4 3,330 03-15-2010, 04:25 PM
  Thread: Pathing Weights
Post: RE: Pathing Weights

Agreed. This would be extremely useful.
EvilNoodle Feature Requests 1 2,310 03-15-2010, 04:24 PM
  Thread: Less Abbreviations
Post: RE: Less Abbreviations

Hi, This is a totally subjective thing and everyone will have their own opinion on which way is right. In my opinion overly abbreviated code is just as unreadable as overly descriptive code. I agre...
EvilNoodle Feature Requests 9 5,364 03-01-2010, 08:41 PM
  Thread: Problems positioning GUI window from code using Rect...
Post: RE: Problems positioning GUI window from code usin...

Hi, Thank you for your post. I now have screen positioning working exactly how I want using... Code: Rect RectUtil::screenPosition(float x, float y, float width, float height) {    &...
EvilNoodle Support 3 2,700 02-22-2010, 10:28 PM
  Thread: Problems positioning GUI window from code using Rect...
Post: Problems positioning GUI window from code using Re...

Hi, I am very confused when it comes to positioning GUI components using Rect objects. I have a window that I want to position from code with the following attributes: Top left corner positioned at...
EvilNoodle Support 3 2,700 02-22-2010, 06:57 PM
  Thread: Less Abbreviations
Post: RE: Less Abbreviations

I have absolutley no problem with the use of abreviations but it would be good to have a comprehensive list of the ones that are used in one easy place. Perhaps this already exists and I am missing i...
EvilNoodle Feature Requests 9 5,364 02-15-2010, 08:04 PM
  Thread: Truespace .x export help
Post: RE: Truespace .x export help

Hey, Managed to get what I need working for now by importing my models into Blender and then exporting as .dae from there. Cheers EvilNoodle
EvilNoodle Support 1 2,132 02-15-2010, 01:25 AM
  Thread: Truespace .x export help
Post: Truespace .x export help

Hi all, I have been trying to export a test model (a cube) from Truespace 7 as a .x object that I can use in the Esenthel engine. The cube has a simple 10 frame animation done exclusively on the obj...
EvilNoodle Support 1 2,132 02-14-2010, 10:22 PM
  Thread: Is Grass disabled?
Post: RE: Is Grass disabled?

Thank you for that. Its good to know its how its meant to be and not a problem on my side. Looking forward to grass :) EvilNoodle
EvilNoodle Support 5 3,513 02-12-2010, 01:32 AM
  Thread: Need help understanding GUI event functions
Post: RE: Need help understanding GUI event functions

Thank you for that, that is absolutley brilliant!! Will it work with anything that can be static cast back to the right type or does it need to be a primitive? EvilNoodle
EvilNoodle Support 6 3,666 02-12-2010, 01:32 AM
  Thread: Need help understanding GUI event functions
Post: RE: Need help understanding GUI event functions

Thanks for that. How is this data passed and what, if any, format does it need to be in? Do you have an example of using this with custom data? Cheers EvilNoodle
EvilNoodle Support 6 3,666 02-12-2010, 12:28 AM
  Thread: Is Grass disabled?
Post: Is Grass disabled?

Hi, Am I right in thinking that the grass rendering is currently disabled and thats why all I am seeing is a bumpy ground surface? This was aluded to in another post but I just want to make sure I a...
EvilNoodle Support 5 3,513 02-12-2010, 12:19 AM
  Thread: Need help understanding GUI event functions
Post: Need help understanding GUI event functions

Hi, I downloaded this engine yesterday and having looked through the tutorial source I am very impressed but there are one or two things I don't understand. In the GameMenu GUI example there is code...
EvilNoodle Support 6 3,666 02-11-2010, 11:04 PM